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Will we be able to beam directly to Imperial City after the next update?

icecb16_ESO
icecb16_ESO
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I might be mistaken but did I read something that they were going to make it possible to beam directly to the Imperial city, so us pve'ers can at least get in to the city safely?

Best Answer

  • Meesha1170
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    I believe that is the case. It should be like joining a campaign but in this instance I imagine it ports you right to your alliance’s sewer base.
    Answer ✓
  • Dark_Lord_Kuro
    Dark_Lord_Kuro
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    Campain entance in sewer base
  • Morgul667
    Morgul667
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    Yes beam me in scotty

    Right to your alliance sewer base
  • idk
    idk
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    Theoretically However, I did not see a campaign for it on PTS. While I did not go out and actually check to see if the sewer entrance was no longer in Cyrodiil, I did not see the old icons for their location on the map. The whole idea was to separate it completely from Cyrodiil campaigns.
  • virtus753
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    The PTS patch notes for Elsweyr say you will get put at your alliance’s sewer base, as speculated above. Unfortunately, as idk said, they did not have any IC campaigns open on the PTS to test.

    Hope they remember to enable them come Monday...
  • geonsocal
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    that would be a really nice surprise, and, if they made a few adjustments to imperial city...number one being able to respawn on any friendly district alliance platform...

    when people aren't worried about dying - they get awfully brave...

    sure it becomes "meaningless" combat, besides for the AP earned (very few of the active fighters carry many stones) but, it is mind numbingly fun for some of us...

    a true fight club...
    Edited by geonsocal on May 19, 2019 8:23AM
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • max_only
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    I’ve never been ganked outside the sewer entrance, imho this change will make easier for carebears to get into IC, but it also makes it easier for gankers.
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • Jeremy
    Jeremy
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    I predict it will be like Christmas for gankers for a few days after this change. Then it will go back to being empty.
    Edited by Jeremy on May 19, 2019 9:53AM
  • icecb16_ESO
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    They should make it so you can turn a flag off for non-pvp and then only the npc's can attack.
  • starkerealm
    starkerealm
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    They should make it so you can turn a flag off for non-pvp and then only the npc's can attack.

    Not really.

    Okay, first, if that were implemented, it would let someone farm Tel Var without risk. Just turn of PvP, go in, and harvest to your heart's content. So, that's a hard no.

    It gets better, because you could flag yourself as PvE only, go around, find players in trouble, flip your flag, kill them, collect their Tel Var, then flip your flag back to PvE. So, that'd be all kinds of messed up. Keep in mind, on PC, even if it's buried in a menu, it could probably be achieved with a slash command or an addon.

    If you restricted it to only in the sewer bases, we're back to people simply farming Tel Var, completely devaluing that currency.

    Finally, it would create a lot of visual noise, as you had players bouncing in and out who may, or may not, be PvP enabled, even if it's base restricted, there'd be the added confusion if the person you saw ten minutes ago had gone back to base, flagged themselves for PvP and came back. As it currently exists, you're not going to see players changing their alliance on a whim.

    Oh, right, and this is without thinking about the royal cluster**** that would come from people capturing districts while flagged for PvE.

    So, no, not a good idea.
  • IzzyStardust
    IzzyStardust
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    Beam...
    LcVJkWB.gif
  • IzzyStardust
    IzzyStardust
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    max_only wrote: »
    I’ve never been ganked outside the sewer entrance, imho this change will make easier for carebears to get into IC, but it also makes it easier for gankers.

    I have ganked LOTS of people at the entrance xD if they show up when I'm waiting for a friend xD
    They should make it so you can turn a flag off for non-pvp and then only the npc's can attack.

    Not really.

    Okay, first, if that were implemented, it would let someone farm Tel Var without risk. Just turn of PvP, go in, and harvest to your heart's content. So, that's a hard no.

    It gets better, because you could flag yourself as PvE only, go around, find players in trouble, flip your flag, kill them, collect their Tel Var, then flip your flag back to PvE. So, that'd be all kinds of messed up. Keep in mind, on PC, even if it's buried in a menu, it could probably be achieved with a slash command or an addon.

    If you restricted it to only in the sewer bases, we're back to people simply farming Tel Var, completely devaluing that currency.

    Finally, it would create a lot of visual noise, as you had players bouncing in and out who may, or may not, be PvP enabled, even if it's base restricted, there'd be the added confusion if the person you saw ten minutes ago had gone back to base, flagged themselves for PvP and came back. As it currently exists, you're not going to see players changing their alliance on a whim.

    Oh, right, and this is without thinking about the royal cluster**** that would come from people capturing districts while flagged for PvE.

    So, no, not a good idea.

    Ew PVE IC better NEVER happen!

    Only way I'd grudgingly accept it is QUEST MODE. No flags, no pvp and NO TELVAR DROPS!
    Edited by IzzyStardust on May 19, 2019 1:54PM
  • TheRealPotoroo
    TheRealPotoroo
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    max_only wrote: »
    I’ve never been ganked outside the sewer entrance, imho this change will make easier for carebears to get into IC, but it also makes it easier for gankers.

    I have ganked LOTS of people at the entrance xD if they show up when I'm waiting for a friend xD
    They should make it so you can turn a flag off for non-pvp and then only the npc's can attack.

    Not really.

    Okay, first, if that were implemented, it would let someone farm Tel Var without risk. Just turn of PvP, go in, and harvest to your heart's content. So, that's a hard no.

    It gets better, because you could flag yourself as PvE only, go around, find players in trouble, flip your flag, kill them, collect their Tel Var, then flip your flag back to PvE. So, that'd be all kinds of messed up. Keep in mind, on PC, even if it's buried in a menu, it could probably be achieved with a slash command or an addon.

    If you restricted it to only in the sewer bases, we're back to people simply farming Tel Var, completely devaluing that currency.

    Finally, it would create a lot of visual noise, as you had players bouncing in and out who may, or may not, be PvP enabled, even if it's base restricted, there'd be the added confusion if the person you saw ten minutes ago had gone back to base, flagged themselves for PvP and came back. As it currently exists, you're not going to see players changing their alliance on a whim.

    Oh, right, and this is without thinking about the royal cluster**** that would come from people capturing districts while flagged for PvE.

    So, no, not a good idea.

    Ew PVE IC better NEVER happen!

    Only way I'd grudgingly accept it is QUEST MODE. No flags, no pvp and NO TELVAR DROPS!

    That's fine. I only want to do the quests and pick up skyshards and lore books along the way. Under no circumstances do I want to fight another player.
    PC NA, PC EU

    "Instead of taking the best of the dolmens (predictable rotation), the best of the geysers (scalability based on number of players), and the best of the dragons (map location and health indicators) and adding them together to make a fun and dynamic world event scenario, they gave us....... harrowstorms." https://forums.elderscrollsonline.com/en/discussion/comment/6850523/#Comment_6850523
  • barney2525
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    They should make it so you can turn a flag off for non-pvp and then only the npc's can attack.



    I'm not a big PvP person, but this would kind of destroy the whole point of Cyradil.


  • Peekachu99
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    Jeremy wrote: »
    I predict it will be like Christmas for gankers for a few days after this change. Then it will go back to being empty.

    Most PvPers are zerglings so any kind of small-scale is anathema to them. IC Campaigns will see a little more action overall, but most will still go to Cyrodiil for the AP trains and bridge fights.
  • SydneyGrey
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    They should make it so you can turn a flag off for non-pvp and then only the npc's can attack.

    Not really.

    Okay, first, if that were implemented, it would let someone farm Tel Var without risk. Just turn of PvP, go in, and harvest to your heart's content. So, that's a hard no.

    It gets better, because you could flag yourself as PvE only, go around, find players in trouble, flip your flag, kill them, collect their Tel Var, then flip your flag back to PvE. So, that'd be all kinds of messed up. Keep in mind, on PC, even if it's buried in a menu, it could probably be achieved with a slash command or an addon.

    If you restricted it to only in the sewer bases, we're back to people simply farming Tel Var, completely devaluing that currency.

    Finally, it would create a lot of visual noise, as you had players bouncing in and out who may, or may not, be PvP enabled, even if it's base restricted, there'd be the added confusion if the person you saw ten minutes ago had gone back to base, flagged themselves for PvP and came back. As it currently exists, you're not going to see players changing their alliance on a whim.

    Oh, right, and this is without thinking about the royal cluster**** that would come from people capturing districts while flagged for PvE.

    So, no, not a good idea.
    I agree.
    The only way it would work is if you had to toggle PvE-mode before you entered the campaign, and weren't able to flip yourself back to PvP-mode once you were in Cyrodiil or IC. Although, it seems like that would be doable.


    Edited by SydneyGrey on May 19, 2019 5:19PM
  • max_only
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    max_only wrote: »
    I’ve never been ganked outside the sewer entrance, imho this change will make easier for carebears to get into IC, but it also makes it easier for gankers.

    I have ganked LOTS of people at the entrance xD if they show up when I'm waiting for a friend xD
    They should make it so you can turn a flag off for non-pvp and then only the npc's can attack.

    Not really.

    Okay, first, if that were implemented, it would let someone farm Tel Var without risk. Just turn of PvP, go in, and harvest to your heart's content. So, that's a hard no.

    It gets better, because you could flag yourself as PvE only, go around, find players in trouble, flip your flag, kill them, collect their Tel Var, then flip your flag back to PvE. So, that'd be all kinds of messed up. Keep in mind, on PC, even if it's buried in a menu, it could probably be achieved with a slash command or an addon.

    If you restricted it to only in the sewer bases, we're back to people simply farming Tel Var, completely devaluing that currency.

    Finally, it would create a lot of visual noise, as you had players bouncing in and out who may, or may not, be PvP enabled, even if it's base restricted, there'd be the added confusion if the person you saw ten minutes ago had gone back to base, flagged themselves for PvP and came back. As it currently exists, you're not going to see players changing their alliance on a whim.

    Oh, right, and this is without thinking about the royal cluster**** that would come from people capturing districts while flagged for PvE.

    So, no, not a good idea.

    Ew PVE IC better NEVER happen!

    Only way I'd grudgingly accept it is QUEST MODE. No flags, no pvp and NO TELVAR DROPS!

    Yikes.
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • CMDR_Un1k0rn
    CMDR_Un1k0rn
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    max_only wrote: »
    I’ve never been ganked outside the sewer entrance, imho this change will make easier for carebears to get into IC, but it also makes it easier for gankers.

    I have ganked LOTS of people at the entrance xD if they show up when I'm waiting for a friend xD
    They should make it so you can turn a flag off for non-pvp and then only the npc's can attack.

    Not really.

    Okay, first, if that were implemented, it would let someone farm Tel Var without risk. Just turn of PvP, go in, and harvest to your heart's content. So, that's a hard no.

    It gets better, because you could flag yourself as PvE only, go around, find players in trouble, flip your flag, kill them, collect their Tel Var, then flip your flag back to PvE. So, that'd be all kinds of messed up. Keep in mind, on PC, even if it's buried in a menu, it could probably be achieved with a slash command or an addon.

    If you restricted it to only in the sewer bases, we're back to people simply farming Tel Var, completely devaluing that currency.

    Finally, it would create a lot of visual noise, as you had players bouncing in and out who may, or may not, be PvP enabled, even if it's base restricted, there'd be the added confusion if the person you saw ten minutes ago had gone back to base, flagged themselves for PvP and came back. As it currently exists, you're not going to see players changing their alliance on a whim.

    Oh, right, and this is without thinking about the royal cluster**** that would come from people capturing districts while flagged for PvE.

    So, no, not a good idea.

    Ew PVE IC better NEVER happen!

    Only way I'd grudgingly accept it is QUEST MODE. No flags, no pvp and NO TELVAR DROPS!

    That'd be fine in my book. I just want to do the quests.
    In-game username: Un1korn | Happy member of the PCNA UESP guild (Resident Daggerfall Covenant enjoyer) | Main & basically only character: Crucian Vulpin, Imperial Dragonknight of the Daggerfall Covenant, and Undaunted Bulwark (I tank) | Mountain bike enjoyer and vulpine appreciator | If you know me from PCEU: No | To ZOS: THANK YOU FOR LETTING ME BRING MY HORSE INTO BATTLE!
  • therift
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    Jeremy wrote: »
    I predict it will be like Christmas for gankers for a few days after this change. Then it will go back to being empty.

    The enthusiasm among my small-scale friends is very high. They're already mentally spending the Tel Var and AP.
  • Kel
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    max_only wrote: »
    I’ve never been ganked outside the sewer entrance, imho this change will make easier for carebears to get into IC, but it also makes it easier for gankers.

    I have ganked LOTS of people at the entrance xD if they show up when I'm waiting for a friend xD
    They should make it so you can turn a flag off for non-pvp and then only the npc's can attack.

    Not really.

    Okay, first, if that were implemented, it would let someone farm Tel Var without risk. Just turn of PvP, go in, and harvest to your heart's content. So, that's a hard no.

    It gets better, because you could flag yourself as PvE only, go around, find players in trouble, flip your flag, kill them, collect their Tel Var, then flip your flag back to PvE. So, that'd be all kinds of messed up. Keep in mind, on PC, even if it's buried in a menu, it could probably be achieved with a slash command or an addon.

    If you restricted it to only in the sewer bases, we're back to people simply farming Tel Var, completely devaluing that currency.

    Finally, it would create a lot of visual noise, as you had players bouncing in and out who may, or may not, be PvP enabled, even if it's base restricted, there'd be the added confusion if the person you saw ten minutes ago had gone back to base, flagged themselves for PvP and came back. As it currently exists, you're not going to see players changing their alliance on a whim.

    Oh, right, and this is without thinking about the royal cluster**** that would come from people capturing districts while flagged for PvE.

    So, no, not a good idea.

    Ew PVE IC better NEVER happen!

    Only way I'd grudgingly accept it is QUEST MODE. No flags, no pvp and NO TELVAR DROPS!

    That's fine. I only want to do the quests and pick up skyshards and lore books along the way. Under no circumstances do I want to fight another player.

    I mean, that's like, 20 minutes of content...

    All good if that's what you want to do, I'm just amazed at all the people who think there's some vast exploration or meaningful content in Cyrodiil or IC. The Drake of Blades story is good, but you'd be just fine missing it, too.

    This isn't me telling anyone where to go or what to play, either, before anyone hops on that particular train. Just amazed so many people want this content...until you blaze through it in 20 minutes and say to yourself "Oh, that was much ado about nothing".

    The quests, especially in Cyrodiil, are truly nothing special. Yet, some people want to tear down what Cyrodiil/IC is supposed to be just to run a quick fetch quest, I guess....

    So weird to me. But then again, I don't have to understand everything.
    Edited by Kel on May 19, 2019 8:09PM
  • geonsocal
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    Kel wrote: »
    max_only wrote: »
    I’ve never been ganked outside the sewer entrance, imho this change will make easier for carebears to get into IC, but it also makes it easier for gankers.

    I have ganked LOTS of people at the entrance xD if they show up when I'm waiting for a friend xD
    They should make it so you can turn a flag off for non-pvp and then only the npc's can attack.

    Not really.

    Okay, first, if that were implemented, it would let someone farm Tel Var without risk. Just turn of PvP, go in, and harvest to your heart's content. So, that's a hard no.

    It gets better, because you could flag yourself as PvE only, go around, find players in trouble, flip your flag, kill them, collect their Tel Var, then flip your flag back to PvE. So, that'd be all kinds of messed up. Keep in mind, on PC, even if it's buried in a menu, it could probably be achieved with a slash command or an addon.

    If you restricted it to only in the sewer bases, we're back to people simply farming Tel Var, completely devaluing that currency.

    Finally, it would create a lot of visual noise, as you had players bouncing in and out who may, or may not, be PvP enabled, even if it's base restricted, there'd be the added confusion if the person you saw ten minutes ago had gone back to base, flagged themselves for PvP and came back. As it currently exists, you're not going to see players changing their alliance on a whim.

    Oh, right, and this is without thinking about the royal cluster**** that would come from people capturing districts while flagged for PvE.

    So, no, not a good idea.

    Ew PVE IC better NEVER happen!

    Only way I'd grudgingly accept it is QUEST MODE. No flags, no pvp and NO TELVAR DROPS!

    That's fine. I only want to do the quests and pick up skyshards and lore books along the way. Under no circumstances do I want to fight another player.

    I mean, that's like, 20 minutes of content...

    All good if that's what you want to do, I'm just amazed at all the people who think there's some vast exploration or meaningful content in Cyrodiil or IC. The Drake of Blades story is good, but you'd be just fine missing it, too.

    This isn't me telling anyone where to go or what to play, either, before anyone hops on that particular train. Just amazed so many people want this content...until you blaze through it in 20 minutes and say to yourself "Oh, that was much ado about nothing".

    The quests, especially in Cyrodiil, are truly nothing special. Yet, some people want to tear down what Cyrodiil/IC is supposed to be just to run a quick fetch quest, I guess....

    So weird to me. But then again, I don't have to understand everything.

    call me crazy/weird, i've literally spent 20 minutes before just chilling, soaking up that beautiful cold harbor sunshine, watching titan shadows fly overhead, and, watching other players fight and quest...

    it's a great place to chill...
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • Kalgert
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    Okay, first, if that were implemented, it would let someone farm Tel Var without risk. Just turn of PvP, go in, and harvest to your heart's content. So, that's a hard no.
    Then remove the multiplier in the Tel'var stone collection? Because anything below 2x/3x is really tiny and barely worth farming for. So in that sense, anyone who isn't a very patient farmer may very well end up switching to PvP for better odds. I mean, that is the ideal scenario people want to see, no?
    It gets better, because you could flag yourself as PvE only, go around, find players in trouble, flip your flag, kill them, collect their Tel Var, then flip your flag back to PvE. So, that'd be all kinds of messed up. Keep in mind, on PC, even if it's buried in a menu, it could probably be achieved with a slash command or an addon.
    Make it so it's only Campaign related, or if you switch to PvE in the Sewers, you're phased in to a PvE phase and can only see other PvE players?
    If you restricted it to only in the sewer bases, we're back to people simply farming Tel Var, completely devaluing that currency.
    What i said in the first paragraph.
    Finally, it would create a lot of visual noise, as you had players bouncing in and out who may, or may not, be PvP enabled, even if it's base restricted, there'd be the added confusion if the person you saw ten minutes ago had gone back to base, flagged themselves for PvP and came back. As it currently exists, you're not going to see players changing their alliance on a whim.
    What I said in the second paragraph.
    Oh, right, and this is without thinking about the royal cluster**** that would come from people capturing districts while flagged for PvE.
    A combination of the first and second paragraph.
    So, no, not a good idea.
    To you, maybe. To someone else though...
    Only way I'd grudgingly accept it is QUEST MODE. No flags, no pvp and NO TELVAR DROPS!
    Eeeh... To be honest I've started seeing the only value out of the Imperial City being the vaults and the random gear you pick up down there. So I'd live with no Tel'var.

    Though I still believe the best case scenario is Tel'var Drops being hardlocked to 1x multiplier.
  • therift
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    There are four (4) currencies in the game.

    PvE: Gold, Writ Vouchers
    PvP: Alliance Points, Tel Var.

    No getting AP or Tel Var in PvE content, sorry, tough tiddlywinks, that's the way it goes, and 'bye, Felicia.

    This whole Cyrodiil/Imperial City EZ mode discussion is pointless; ZoS has said several times they have no intentions of making duplicate content.

    Asking for a PvE version of PvP zones is, at minimum, segregationist. Please stop.
  • Mitrenga
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    They should make it so you can turn a flag off for non-pvp and then only the npc's can attack.

    You can not be serious...
  • Ohtimbar
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    I want to see pve cyro and ic just because it makes people irrationally and hilariously angry. Make it so.
    forever stuck in combat
  • Taloros
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    therift wrote: »
    No getting AP or Tel Var in PvE content, sorry, tough tiddlywinks, that's the way it goes, and 'bye, Felicia.

    Just for the sake of argument:

    One can gather alliance points by repairing walls in owned keeps without any PvP (or even PvE) at all!
  • Kel
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    Ohtimbar wrote: »
    I want to see pve cyro and ic just because it makes people irrationally and hilariously angry. Make it so.

    Then, by that logic, you'd like to see PvP be allowed in the rest of the content.

    The reaction is exactly the same.
  • Kalik_Gold
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    Never found it hard to run and zone in, not sure how this makes PvP better. I do understand the head count of who is in IC shouldn’t affect Cyro tho, that is a positive.

    Basically just kills the immersion, of IC sewers and IC in the middle of Cyrodiil.
    Main Character:
    Ras Kalik a Redguard Templar, the Vestige

    PvP Pure-class:
    Goliath of Hammerfell a Redguard Dragonknight
    Jux Blackheart a Redguard Nightblade
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: Subclassed
    Two-Big-Horns an Argonian Arcanist (Sorcerer)
    Uri Ice-Heart the Twin a Nord Vampiric Warden (Ice-Theme)

    PvP: Specialty
    Movárth Piquine a Nord Vampiric Necromancer (Tank)
    Voa a Priest of Sep a Redguard* Necromancer (Healer)
    Tsar af-Bomba a Redguard Vampiric Nightblade (Bomber)

    PvE:
    Cinan Tharn an Imperial Dragonknight (Tank)
    Herzog Zwei the Genesis an Akavari* Templar (Healer)
    Bates Vesuius of Dawnstar an Imperial Dragonknight (Damage)
    Tyrus Septim an Imperial Sorcerer (Damage)
    Tav'i at-Shinji a Redguard** Warden (Arenas)
    Lucky Hunch the Gambler - a Redguard Nightblade (Thief)

    Leveling...
    Styx of Akatosh a Goblin*** Arcanist
    Zenovia at-Tura a Redguard** Lycan Sorcerer
    Yesi af-Kalik a Redguard Templar
    ======
    Passives of another race used for roleplay reasons.
    *Breton
    **Imperial
    ***Argonian




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant
  • starkerealm
    starkerealm
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    Kalgert wrote: »
    Okay, first, if that were implemented, it would let someone farm Tel Var without risk. Just turn of PvP, go in, and harvest to your heart's content. So, that's a hard no.
    Then remove the multiplier in the Tel'var stone collection? Because anything below 2x/3x is really tiny and barely worth farming for. So in that sense, anyone who isn't a very patient farmer may very well end up switching to PvP for better odds. I mean, that is the ideal scenario people want to see, no?

    Not really.

    A 1x multiplier isn't worth it in the IC now, because there's a serious risk of losing your Tel Var. So, why wait and grind up to 1k for the multiplier, instead start at 1k, and grind up to 2k in half the time, at which point, if you die to another player, you lose nothing.

    That's fine.

    However, even on a 1x multiplier, people would preferentially grind on that for four times as long, without the risk of a serious death penalty. Grinding on a 1x isn't worth it now because of the risk/reward mechanics in place. Take away those risks, and there's no reason not to simply take longer to get to the same point.

    And, no, the threat of death to the NPCs is basically non-existent to an experienced farmer.

    At best, this would make the IC boring to farm. And, you can always trust players to take the boring but lucrative route over the risky one every time.
    Kalgert wrote: »
    It gets better, because you could flag yourself as PvE only, go around, find players in trouble, flip your flag, kill them, collect their Tel Var, then flip your flag back to PvE. So, that'd be all kinds of messed up. Keep in mind, on PC, even if it's buried in a menu, it could probably be achieved with a slash command or an addon.
    Make it so it's only Campaign related, or if you switch to PvE in the Sewers, you're phased in to a PvE phase and can only see other PvE players?

    If it's phased, that's going to cause all kinds of other issues, including desynced groups. (Remember, that is still an issue.) At best, you're asking for a unique PvE only IC campaign... which actually loops back to a different issue:

    The Imperial City is not designed to be an interesting PvE environment. It's a densely populated, PvP zone, where you can carve through PvE mobs on your way around. From a PvE standpoint, there's not much there, like Cyrodiil as a whole.

    The only reason to go to the IC on a regular basis is farming Tel Var. Give players a way to do that, no matter how mindnumbing and tedious, and the farmers would flock to that. The problem is, they're a necessary part of the PvP ecosystem in the IC. So, when you give them an option to farm without risk, you also create a situation where the IC won't have people there to PvP against.
    Kalgert wrote: »
    If you restricted it to only in the sewer bases, we're back to people simply farming Tel Var, completely devaluing that currency.
    What i said in the first paragraph.

    You said nothing about the Currency being devalued. What you suggested is that it's not worth it to farm at a 1x multiplier currently. This is true. However, we're talking about a hypothetical situation where you could farm Tel Var without risk. At that point, the multiplier becomes irrelevant. Someone will farm at a significant penalty rather than put themselves at risk of dying to another player.
    Kalgert wrote: »
    So, no, not a good idea.
    To you, maybe. To someone else though...

    I'm talking about a design perspective and player behavior. I understand it's something you want, and your willingness to toss the Tel Var multiplier under the bus as an opening suggestion kinda illustrates how little it means in contrast to the option of farming the stuff without risk.

    And, again, the PvE mobs in there (ignoring the sweepers) are pretty non-threatening. Even the sweepers can be reliably downed with a small cadre of three to four competent players.
  • vesselwiththepestle
    vesselwiththepestle
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    IC will be like a 24/7 Battleground Deathmatch. While before it was more like a post-apocalyptic "Am I the only one left?" experience.
    Edited by vesselwiththepestle on May 20, 2019 7:46AM
    1000+ CP
    PC/EU Ravenwatch Daggerfall Covenant

    Give me my wings back!
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