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My take on improving IC

BNOC
BNOC
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Hey, just spitballing some ideas on how to improve IC as a PvP and PvE environment, feel free to discuss - I imagine most have been mentioned in threads before and that there's a tonne more ideas but these are mine and since the recent focus, albeit small on IC, I think it's the right time to start talking the what-ifs again.

Issues (To me)
  1. Districts are far too easy to cap.
  2. Telvar loss % is too small, especially now we're seeing bigger group sizes on both sides.
  3. Incentives to go there besides plants just don't really exist.
  4. There is no reason to go underneath and the changes below aren't good enough.
  5. Ad density is too high up the top (always has been)
  6. Some simple QOL could be added

Problem: Districts are far too easy to cap

Right now, it takes roughly a minute to cap a flag (no matter how many people you have - Was this a change?). Either way, what you see a lot now is, single players (Inexperienced or salty players generally) looping and capping willy nilly, with no interest in staying there or staying alive.

I can't think of many ways around this but here's a couple quick ideas:
  1. You must have upwards of 10k stones on you for your flag ticks to be registering - This adds risk and also incentives to keep your eyes on district activity.
  2. Increase cap time, you should be able to make it to a district before it's capped from the opposite side - Too often you see a flag under attack and it's already too late.
  3. Increase flag count to 3 in each district to allow more time to reach the action, split groups up and generally increase risk for all.
  4. Increase the cap time slightly and add AvA notifications as soon as the guards are dead and a flag has started flipping - This offers plays on both sides, attackers can use it as bait and defenders can defend before it's done.

With changes like these, I'd tie Continuous Attack to both portal chests in each district instead and I'd also add it to portal chests in the tunnels with the exception of the middle ring.

Problem: Telvar loss % is too small, especially now we're seeing bigger group sizes on both sides and is the only real incentive for being there

It's quicker to farm stones yourself than try find and kill people, especially as groups on both sides increase in size.
  1. Increase all telvar loss to 80% again (To both player and mob)
  2. Increase telvar loss by 15% for each group member you have - 50% solo, 57.5% 2man, 66% 3man, up to 80% loss. (Player death only).
  3. Hand in hand with the above, decrease telvar gain by the same rules. (Player kills only) - There'd need to be some workings out to stop massive groups losing and gaining nothing from one another, maybe district owner is at the advantage somehow? No idea.

Problems: Incentives to go there besides plants don't exist

Everyone knows the only reason to go there is to make either potions or bank.
  1. Add other mats
  2. Add other items or rework a few more of the sets to be beneficial in IC specifically such as Imperial Physique.
    • 30% Movement speed in all districts you control
    • XSD/WD in districts you control (Work it so Imp Phy isn't just better ofc)
  3. Offer a telvar to gold trade at a rate which doesn't push bought item sellers out.
  4. Increase exp rates and or gold dropped to those found away from the sewers.


Problem: There is no reason to go underneath and the changes below aren't good enough

If you're in the sewers these days, unless you're trying to get the skin for whatever reason, you are not down the bottom, people need a reason to be there.
I can see that Molag Bal now offers telvar which I think was like 4k for soloing but I wasn't expecting it so don't know exactly, but it's not enough.
  1. As above, increase experience rates or gold dropped
  2. Add achievements with nice titles that require vets and players that aren't just interested in exp or gold to be back down there again
    • Killed 100 Walking Bosses? Title
    • Killed 1000 players in the tunnels? Title
    • so on..
  3. Add capture points below (one in between each door and 3 in the middle ring) and add increased telvar to the tunnels also, though I'd say a lower bonus.

Anywhere there's an increased gain or potential gain, people of both sides will be drawn and the bottom suggestion really opens the whole sewers up to action, rather than the only real potential being the blue loop and the middle.

Problem: Ad density is too high

This is just what it is to me, could do with being slightly less unless there's a reason to be in IC and the districts are heaving will more than enough players again.


Not so much a problem: QOL additions
  1. Allow teleporting out of the base
  2. Allow teleporting to a chosen wayshrine from the exit
  3. Stop players entering a campaign from IC when they have over 10k stones on them, if they forgot a sigil, make them run back and risk being caught. This also adds incentives to be down the tunnels near bases.


That's my list of rough ideas, I haven't really thought them all through to be honest but you get the idea, some will be good, some terrible.

The gist is that I just want IC to be restored to it's former short lived glory because it was insane, I'm sick of the garden centre vibe, mix it up!
Edited by BNOC on July 3, 2019 5:53PM
vMSA - Magplar - Xbox EU - 15/11/16
578,000 - 36 Minutes 58 Seconds (Top 2 World?)

vMSA - Magplar - Xbox NA
569,000 - 40 minutes (350CP, Non optimised runs)
  • oxygen_thief
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    its fine as it is. one can farm tvs by killing people and there is no need in flags at all. with your chages it will be even easier.
  • MajBludd
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    Nothing will change about IC. Too late in the game and not enough interest in it.
  • ccmedaddy
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    Some good ideas here but I'm 100% against any changes to IC that would encourage people to zerg even more than they already are in IC. Things like increasing tel var penalty and making flags harder to cap would incentivize zerging and punish solo players, turning IC into just another version of Cyrodiil.
  • BNOC
    BNOC
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    ccmedaddy wrote: »
    Some good ideas here but I'm 100% against any changes to IC that would encourage people to zerg even more than they already are in IC. Things like increasing tel var penalty and making flags harder to cap would incentivize zerging and punish solo players, turning IC into just another version of Cyrodiil.

    If you lost 80% of your gain for being in a hefty group, on someones 50% you'd make your group size split and then lose 80% of that - I don't think you'd gain much at all.

    Say I got 10k, I lose 5k to your 10man, you get 500 each but actually lose 80% of it so only get 100 each - I lose 1k.
    If i lost it to you on your own you'd take 5k.

    if you combine ideas and obviously figure out the maths, I reckon you can make things work! Cheers though! I know what you're saying and being a solo player I don't want zergs either.
    vMSA - Magplar - Xbox EU - 15/11/16
    578,000 - 36 Minutes 58 Seconds (Top 2 World?)

    vMSA - Magplar - Xbox NA
    569,000 - 40 minutes (350CP, Non optimised runs)
  • Helgi_Skotina
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    80% loss - great idea.
  • Oliwaltony
    Oliwaltony
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    Tbh I hate most of your idea. I'm glad you don't work for Zos. IC is already crap as it is, don't make it worst.
  • TriangularChicken
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    i wish they would bring some players to no CP ic... its so dead all the time..
  • Royaji
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    So make IC even zergier and move even further away from the original idea of quick and enjoyable PvP without all the AvA stuff?
  • notyuu
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    Feedback on your complaints

    1: only if there's a group of people, in that case just cap them back..they can't be everywhere at once
    2: ha, no...you're already losing out on telvar gain by playing in a big group so increasing the loss would just make IC a dead ganker wasteland again
    3: add geodes, upgrade mats and other such constnatly consumed items to the vendor, job done
    4: yep...easy enough to resolve, increase the tel-var drop in the sewers
    5: that's a funny way to spell EP
    6a: adding a wayshrine to the player base would be nice
    6b: make it so you can't queue for a capgain from IC at all
  • Darkenarlol
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    looks like some gankblade is asking for bigger rewards

    (80% from at least 10k stones) from easier targets (unstealthed flag flippers)

    nice move bro :D
  • Unfadingsilence
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    IC has been incomplete since IC dropped and they dont care about it
  • idk
    idk
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    There are flaws with the suggestions. I will point out the glaring one in the first one.

    One can be in a group where only one player has 10k stones required for caping. That is all that is required so it is pretty weak at increasing risk. It seems more that it is an attempt to make farming stones from players more lucrative rather than to affect capping zones.

    Glancing through it seems OP is wanting to be able to farm more telvar rather than an attempt to make IC more interesting.
  • Cernow
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    Tel Var loss rate needs reducing, not increasing. The balance is still heavily in favour of the gankers and those with builds capable of enormous burst damage. The principle of IC is risk vs reward, which is fine on paper. But in reality there's zero risk for the ganker / attacker if they can kill you before you can blink, usually while you're fighting mobs, and get all the reward.

    IC needs to be about more than just Tel Var stones. Plenty of ways to do this, but it would need a rework. Unfortunately IC is neglected content that the devs seem to have no real intention of improving, bar tinkering around at the edges in the hope of making things better.
  • fred4
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    ccmedaddy wrote: »
    Some good ideas here but I'm 100% against any changes to IC that would encourage people to zerg even more than they already are in IC. Things like increasing tel var penalty and making flags harder to cap would incentivize zerging and punish solo players, turning IC into just another version of Cyrodiil.
    I cannot stress enough how much I agree with this!
  • fred4
    fred4
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    Some random thoughts.

    Just the fact that IC has become it's own campaign has improved things so much. You are far more likely to find players from all factions and there are just more of them there. That said:

    While there are SOME players in the sewers, I agree there is hardly any incentive to go there. The walking bosses are quite tough, at least the further inwards ones. If they offered comparable Tel Var to above, that would be a start. Quite how that would work, with above ground gaining a 3x multiplier from capping flags, I'm not sure. Perhaps more Tel Var for killing flag bosses that are not in your home zone?

    I have no problem with the add density. They can be a nuisance, but they can also serve a purpose. You can use them to make Tel Var. It's not all about the bosses, especially when you are just short of 100 or 1K or 10K. They are good for inexperienced players too. They can be used to gain ultimate. They can be used to heal, for example as a magplar. They can be used for "body blocking", much like pets.

    In regards to the rewards, I don't know what you are talking about really. Columbine used to cost 400+, on PC EU, before it became available in IC. Now it's 150-. IC is the premier source for alchemy ingredients. Aside from that, there's Hakeijo. As a PvPer that has always been a very good reason for me to go there, since I buy overland sets and other materials in guild stores and use my income, from IC, to finance that.

    Whenever there are multiple currencies in a game, the exchange rate is set by one or two star items that are indigenous to the region where you farm the currency. There are plenty of other materials available in IC, but of course the prices are totally out of whack. The star items used to be Repora, Charcoal of Remorse and Black Rose armor. These days it's Hakeijo and plants. Unless ZOS starts tracking guild store prices, any static adjustments to prices of materials from IC would just result in establishing one or two different best-selling "star" items.

    I don't know what you can do about armor sets. I would maintain that, for example, Reactive Armor is a fantastic beginner tanking set, but players of all ilks only look for the BIS endgame sets, as recommended by Alcast or some other YouTuber. t3hasiangod had a recent, comprehensive, tank recommended sets video and neither Reactive nor Bahraha's Curse, two sets that I use, were featured in it. I honestly see it as a fault of the player-base that they only strive for endgame BIS gear that might not even suit them. I guess that's partially from new players being overwhelmed by the set choice.
  • MojaveHeld
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    Some of these are great ideas, some I think would be an issue. The main issue is increasing telvar loss. If you want more players in IC, you need to increase the likelihood of getting telvar, not increase the likelihood of losing it. Receiving a stock amount of telvar for each flag capture with an exponential multiplier for each enemy player killed in the flag radius would be one intriguing possibility. Also, adding a leaderboard to IC would be a huge incentive. Have it run off of a combination of telvar and ap gained in IC in that campaign, with a huge weighted preference towards telvar. This also allows people going down below to get in on it. Overall, what will rejuvenate IC is a mechanism making it more rewarding to be there, especially as far as tel var is concerned. The more rewarding it is, the more people will be there, which will increase the amount of non-toxic pvp happening there.
  • fred4
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    Edited by fred4 on July 4, 2019 5:44AM
  • fred4
    fred4
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  • Jeremy
    Jeremy
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    BNOC wrote: »
    Hey, just spitballing some ideas on how to improve IC as a PvP and PvE environment, feel free to discuss - I imagine most have been mentioned in threads before and that there's a tonne more ideas but these are mine and since the recent focus, albeit small on IC, I think it's the right time to start talking the what-ifs again.

    Issues (To me)
    1. Districts are far too easy to cap.
    2. Telvar loss % is too small, especially now we're seeing bigger group sizes on both sides.
    3. Incentives to go there besides plants just don't really exist.
    4. There is no reason to go underneath and the changes below aren't good enough.
    5. Ad density is too high up the top (always has been)
    6. Some simple QOL could be added

    Problem: Districts are far too easy to cap

    Right now, it takes roughly a minute to cap a flag (no matter how many people you have - Was this a change?). Either way, what you see a lot now is, single players (Inexperienced or salty players generally) looping and capping willy nilly, with no interest in staying there or staying alive.

    I can't think of many ways around this but here's a couple quick ideas:
    1. You must have upwards of 10k stones on you for your flag ticks to be registering - This adds risk and also incentives to keep your eyes on district activity.
    2. Increase cap time, you should be able to make it to a district before it's capped from the opposite side - Too often you see a flag under attack and it's already too late.
    3. Increase flag count to 3 in each district to allow more time to reach the action, split groups up and generally increase risk for all.
    4. Increase the cap time slightly and add AvA notifications as soon as the guards are dead and a flag has started flipping - This offers plays on both sides, attackers can use it as bait and defenders can defend before it's done.

    With changes like these, I'd tie Continuous Attack to both portal chests in each district instead and I'd also add it to portal chests in the tunnels with the exception of the middle ring.

    Problem: Telvar loss % is too small, especially now we're seeing bigger group sizes on both sides and is the only real incentive for being there

    It's quicker to farm stones yourself than try find and kill people, especially as groups on both sides increase in size.
    1. Increase all telvar loss to 80% again (To both player and mob)
    2. Increase telvar loss by 15% for each group member you have - 50% solo, 57.5% 2man, 66% 3man, up to 80% loss. (Player death only).
    3. Hand in hand with the above, decrease telvar gain by the same rules. (Player kills only) - There'd need to be some workings out to stop massive groups losing and gaining nothing from one another, maybe district owner is at the advantage somehow? No idea.

    Problems: Incentives to go there besides plants don't exist

    Everyone knows the only reason to go there is to make either potions or bank.
    1. Add other mats
    2. Add other items or rework a few more of the sets to be beneficial in IC specifically such as Imperial Physique.
      • 30% Movement speed in all districts you control
      • XSD/WD in districts you control (Work it so Imp Phy isn't just better ofc)
    3. Offer a telvar to gold trade at a rate which doesn't push bought item sellers out.
    4. Increase exp rates and or gold dropped to those found away from the sewers.


    Problem: There is no reason to go underneath and the changes below aren't good enough

    If you're in the sewers these days, unless you're trying to get the skin for whatever reason, you are not down the bottom, people need a reason to be there.
    I can see that Molag Bal now offers telvar which I think was like 4k for soloing but I wasn't expecting it so don't know exactly, but it's not enough.
    1. As above, increase experience rates or gold dropped
    2. Add achievements with nice titles that require vets and players that aren't just interested in exp or gold to be back down there again
      • Killed 100 Walking Bosses? Title
      • Killed 1000 players in the tunnels? Title
      • so on..
    3. Add capture points below (one in between each door and 3 in the middle ring) and add increased telvar to the tunnels also, though I'd say a lower bonus.

    Anywhere there's an increased gain or potential gain, people of both sides will be drawn and the bottom suggestion really opens the whole sewers up to action, rather than the only real potential being the blue loop and the middle.

    Problem: Ad density is too high

    This is just what it is to me, could do with being slightly less unless there's a reason to be in IC and the districts are heaving will more than enough players again.


    Not so much a problem: QOL additions
    1. Allow teleporting out of the base
    2. Allow teleporting to a chosen wayshrine from the exit
    3. Stop players entering a campaign from IC when they have over 10k stones on them, if they forgot a sigil, make them run back and risk being caught. This also adds incentives to be down the tunnels near bases.


    That's my list of rough ideas, I haven't really thought them all through to be honest but you get the idea, some will be good, some terrible.

    The gist is that I just want IC to be restored to it's former short lived glory because it was insane, I'm sick of the garden centre vibe, mix it up!

    I believe Imperial City is split into two camps.

    Nightblades - who will probably say it's fine. Then everyone else.

    That place is a hell hole - unless you play as a Night Blade, then it's not so bad because you're not a sitting duck every time an opposing player (or players) come along. That's why I recommend anyone who wants to go into Imperial City regularly to level a Night Blade.
  • fred4
    fred4
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    Jeremy wrote: »
    BNOC wrote: »
    Hey, just spitballing some ideas on how to improve IC as a PvP and PvE environment, feel free to discuss - I imagine most have been mentioned in threads before and that there's a tonne more ideas but these are mine and since the recent focus, albeit small on IC, I think it's the right time to start talking the what-ifs again.

    Issues (To me)
    1. Districts are far too easy to cap.
    2. Telvar loss % is too small, especially now we're seeing bigger group sizes on both sides.
    3. Incentives to go there besides plants just don't really exist.
    4. There is no reason to go underneath and the changes below aren't good enough.
    5. Ad density is too high up the top (always has been)
    6. Some simple QOL could be added

    Problem: Districts are far too easy to cap

    Right now, it takes roughly a minute to cap a flag (no matter how many people you have - Was this a change?). Either way, what you see a lot now is, single players (Inexperienced or salty players generally) looping and capping willy nilly, with no interest in staying there or staying alive.

    I can't think of many ways around this but here's a couple quick ideas:
    1. You must have upwards of 10k stones on you for your flag ticks to be registering - This adds risk and also incentives to keep your eyes on district activity.
    2. Increase cap time, you should be able to make it to a district before it's capped from the opposite side - Too often you see a flag under attack and it's already too late.
    3. Increase flag count to 3 in each district to allow more time to reach the action, split groups up and generally increase risk for all.
    4. Increase the cap time slightly and add AvA notifications as soon as the guards are dead and a flag has started flipping - This offers plays on both sides, attackers can use it as bait and defenders can defend before it's done.

    With changes like these, I'd tie Continuous Attack to both portal chests in each district instead and I'd also add it to portal chests in the tunnels with the exception of the middle ring.

    Problem: Telvar loss % is too small, especially now we're seeing bigger group sizes on both sides and is the only real incentive for being there

    It's quicker to farm stones yourself than try find and kill people, especially as groups on both sides increase in size.
    1. Increase all telvar loss to 80% again (To both player and mob)
    2. Increase telvar loss by 15% for each group member you have - 50% solo, 57.5% 2man, 66% 3man, up to 80% loss. (Player death only).
    3. Hand in hand with the above, decrease telvar gain by the same rules. (Player kills only) - There'd need to be some workings out to stop massive groups losing and gaining nothing from one another, maybe district owner is at the advantage somehow? No idea.

    Problems: Incentives to go there besides plants don't exist

    Everyone knows the only reason to go there is to make either potions or bank.
    1. Add other mats
    2. Add other items or rework a few more of the sets to be beneficial in IC specifically such as Imperial Physique.
      • 30% Movement speed in all districts you control
      • XSD/WD in districts you control (Work it so Imp Phy isn't just better ofc)
    3. Offer a telvar to gold trade at a rate which doesn't push bought item sellers out.
    4. Increase exp rates and or gold dropped to those found away from the sewers.


    Problem: There is no reason to go underneath and the changes below aren't good enough

    If you're in the sewers these days, unless you're trying to get the skin for whatever reason, you are not down the bottom, people need a reason to be there.
    I can see that Molag Bal now offers telvar which I think was like 4k for soloing but I wasn't expecting it so don't know exactly, but it's not enough.
    1. As above, increase experience rates or gold dropped
    2. Add achievements with nice titles that require vets and players that aren't just interested in exp or gold to be back down there again
      • Killed 100 Walking Bosses? Title
      • Killed 1000 players in the tunnels? Title
      • so on..
    3. Add capture points below (one in between each door and 3 in the middle ring) and add increased telvar to the tunnels also, though I'd say a lower bonus.

    Anywhere there's an increased gain or potential gain, people of both sides will be drawn and the bottom suggestion really opens the whole sewers up to action, rather than the only real potential being the blue loop and the middle.

    Problem: Ad density is too high

    This is just what it is to me, could do with being slightly less unless there's a reason to be in IC and the districts are heaving will more than enough players again.


    Not so much a problem: QOL additions
    1. Allow teleporting out of the base
    2. Allow teleporting to a chosen wayshrine from the exit
    3. Stop players entering a campaign from IC when they have over 10k stones on them, if they forgot a sigil, make them run back and risk being caught. This also adds incentives to be down the tunnels near bases.


    That's my list of rough ideas, I haven't really thought them all through to be honest but you get the idea, some will be good, some terrible.

    The gist is that I just want IC to be restored to it's former short lived glory because it was insane, I'm sick of the garden centre vibe, mix it up!

    I believe Imperial City is split into two camps.

    Nightblades - who will probably say it's fine. Then everyone else.

    That place is a hell hole - unless you play as a Night Blade, then it's not so bad because you're not a sitting duck every time an opposing player (or players) come along. That's why I recommend anyone who wants to go into Imperial City regularly to level a Night Blade.
    A very one-dimensional assessment. Pet sorcs in Imperial Physique rule. An experienced one is hell for a nightblade.

    Any tanky player has an advantage in boss fights, because the AOE targets nightblades even in cloak, once they entered the fight, and they are typically squishier.

    Facing a well-played DK as a magblade, he will take half the damage from most of my attacks while dishing out insane damage with Molten Whip or he'll be an unkillable 1H+S Defile Low Slash Bash DK, who does pretty obscene damage as well, despite how tanky he is and despite the bash nerf.

    Like many players you may have a misconception about where cloak is really good. Contrary to popular belief, it's not in tight enclosed spaces, but in open ones. In tight corridors a nightblade becomes too predictable. I will concede this is less true of the shade, which does work well in IC.

    IMO IC favors 1vXers, who know how to take advantage of the buildings, as much as it does nightblades. At the same time, groups still rule, as they always do. A group of experienced solo players works, as does an organised guild group that might include Arrow Spray spammers and healers. PuGs tend to be less effective, but still worthwhile.

    I confess that I main a cloaking magblade. I am not as accomplished playing solo on any other class and I don't play magsorc. When I play another class, I typically group up sooner, but that's the same in Cyrodiil. Maybe most players fall into that bracket. However, I have played with magplars and DKs who fight and survive just as well, or better, than I do, in IC.

    A nightblade played by a beginner is a one trick pony. Once they're out of cloak and their burst doesn't work, many of them are toast. There is no question that, if you want to play solo in any context, or if you perhaps just want to do the IC PvE quests in relative peace, a nightblade is ideal. I'd still recommend to play what you like, though. One of the best decisions I ever made was to fully commit to my main and stop jumping between alts every day. You get better reflexes and judging the limitations of your character becomes much easier that way.

    If you are alone and not comfortable soloing, look at the map and see what flags your faction is turning, join them and zerg surf for a bit. You'll run into them sooner or later anyway. Just do it sooner. Even as a nightblade you need to group up, if you want to take on other groups.

    A final bit of advice: Don't consider that you own the Tel Var you carry. Consider that you only own half of them. Once you reach an amount where that doesn't sit right with you, go and bank. Carry some retreat sigils, go through a door and use one on a protected platform.
  • redlink1979
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    10k telvar on you to capture a flag?! No, makes no sense.
    Increase cap time? No, it's fine as it is. Cap time should only depend on amount of players at the flag.
    Telvar and AP are enough incentive to be in IC.
    Losing half of your stones is more than enough. Losing 80%?! NO.
    You want more stuff besides plants growing up in a war zone? That doesn't make much sense imo.

    It's fine as it is. And I'm not a NB.
    "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear"
    • Sons of the Night Mother | VforVendetta | Grownups Gaming EU | English Elders [PS][EU] 2500 CP
    • Daggerfall's Mightiest | Eternal Champions | Legacy | Tamriel Melting Pot [PS][NA] 2300 CP
    • SweetTrolls | Spring Rose | Daggerfall Royal Legion | Tinnitus Delux [PC][EU] 2525 CP
    • Bacon Rats | Silverlight Brotherhood | Canis Root Tea Party | Vincula Doloris [PC][NA] 2300 CP
  • RodneyRegis
    RodneyRegis
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    Make the risk/reward more balanced for no-stone chancers. Take 50% of telvars off enemy players up to what you are holding. Players shouldn't be able to go in with nothing and have unlimited attempts to take half of somebody's stones with no risk of losing any themselves. If I have 10k stones and some guy has none, he can keep coming back - he only has to get lucky once.
    Edited by RodneyRegis on July 4, 2019 10:09AM
  • Katahdin
    Katahdin
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    Big NO on increasing tel var loss.
    50% is fine as is.
    The victim still gets to walk away with something for his/her effort.

    Flags are fine

    They need to increase the incentives to run the sewer and overall the reason to go to IC
    Beta tester November 2013
  • ZeroXFF
    ZeroXFF
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    Tel var loss is TOO HIGH. Reduce it to 0% on PvP death, and make PvP kills award a pre-determined amount (with diminishing returns when killing the same person repeatedly over a short period of time). That's the only way you'll get more people in there.
  • Kadoin
    Kadoin
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    My take: no point in going there unless you are either an NB or ultra-tanky stam build that will wait until boss attacks your enemy. Bosses should attack all players instead of chasing one IMO. There's a start to part of the fix for me!
  • Karm1cOne
    Karm1cOne
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    Rotate item sets available for tel var. And increase losses, but only to 50% of what you are holding. Risk/reward. And mix up the drops for molag. Make him worth farming and worth stalking groups farming
  • SidraWillowsky
    SidraWillowsky
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    i wish they would bring some players to no CP ic... its so dead all the time..

    With those trolley unkillable tanks running loose? Hell to the naw.
  • fred4
    fred4
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    Kadoin wrote: »
    My take: no point in going there unless you are either an NB or ultra-tanky stam build that will wait until boss attacks your enemy. Bosses should attack all players instead of chasing one IMO. There's a start to part of the fix for me!
    Bosses DO attack all players. Those poison pools from the Arena flesh atro spawn underneath every player, even cloaking NBs, if they attacked the boss just once. Other bosses are similar.

    As to the ultra tanky stam builds, one of my friends played an outright tank and used to aggro the bosses to make them work in his favor. On the other hand I now play with a templar who wears Amber Plasm, another damage set (front bar) and a damage monster set. As I assume people's builds are confidential until they tell me otherwise, I won't be any more specific, but he is running light armor and not even Protective jewelry to my knowledge, yet he survives as well as anyone against multiple opponents. As I am a cloaking magblade, I do not help him survive when we duo. He takes all the aggro first.
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