Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Suggestions for imperial city (feel free to add some)

Hamboot
Hamboot
✭✭✭
1- A player and a faction leader-board would be nice, especially if it gives awards to players at some point it would add some purpose to fight in ic rather than just farming tv and killing players, taking flags for example should give your faction some points , because right now it's pretty useless
2- Other things that should be changed about IC are :
2-1: Making doors works regardless of whether you are in combat or not, this change would really really help if you are being chased by a zerg or any group of players, I wish doors worked like in
Cyrodiil
2-2: Fixing the exploit that allow gankers to attack you when you are going through the entering door animation, this can be extremely frustrating as you cannot simply cancel entering door and
makes you defenseless against a player attacking you
Edited by Hamboot on September 19, 2019 1:49PM
  • Major_Lag
    Major_Lag
    ✭✭✭✭✭
    Lol, a leaderboard. That will bring a whole lot of players to IC, for sure :D

    IMO a much better way would be to start with providing better and more varied rewards that can be bought with telvar.
    Maybe a 2nd Golden vendor who sells (different) BoP set pieces for telvar only?
  • Alienoutlaw
    Alienoutlaw
    ✭✭✭✭✭
    ✭✭
    in the districts the doors offer a "safe zone" not sure about sewers i dont go in there much, leader boards would not only attract more players but could potentially increase the ganker population.
    more telvar options would be nice though
  • Major_Lag
    Major_Lag
    ✭✭✭✭✭
    in the districts the doors offer a "safe zone"
    That's completely unrelated to what the OP described.

    The issue is that you can get killed after you interact with a door to enter it.
    There's a brief window of time where you are "interacting with the door" and can't cancel the animation, but you can still be targeted by enemies.

    The same problem also affects skyshards (you are locked in the "grab skyshard" animation), but that's very rarely an issue since skyshards are a one-time deal.
  • Alienoutlaw
    Alienoutlaw
    ✭✭✭✭✭
    ✭✭
    Major_Lag wrote: »
    in the districts the doors offer a "safe zone"
    That's completely unrelated to what the OP described.

    The issue is that you can get killed after you interact with a door to enter it.
    There's a brief window of time where you are "interacting with the door" and can't cancel the animation, but you can still be targeted by enemies.

    The same problem also affects skyshards (you are locked in the "grab skyshard" animation), but that's very rarely an issue since skyshards are a one-time deal.

    ah i understand now ty for the clarification :)
  • tsaescishoeshiner
    tsaescishoeshiner
    ✭✭✭✭✭
    ✭✭✭
    The unique appeal of IC is the farming opportunity, but there's so much perceived risk unless you're a highly confident PvPer, especially outnumbered.

    They could make control over the districts even more important for Tel Var farming. Like repeatable quests. Or gain a combat buff the more districts your alliance has, but players who kill you earn more Tel Var. Add more Trove-scamp like events downstairs, but with map indicators (like Volendrung) so people actually fight for it

    Leaderboards would attract more serious solo PvP players and groups

    Campaign ranks (like in Cyrodiil) where you get a weekly reward for capturing districts, earning Tel Var would encourage all types of players to come, since there's some guaranteed income and good feedback

    They could also not have the daily merit quest locked behind a questline : p
    PC-NA
    in-game: @tsaescishoeshiner
  • Sahidom
    Sahidom
    ✭✭✭✭
    Hm. IC is probably the closest to having small skirmishes between players than in the open world Cyrodiil. Players have terrain to navigate to stealth/hide their movements or setup an ambush against other players. It has objectives (flags) to represent their faction's hold over the city and several zone and minor bosses to defeat.

    The dense population of enemies (sewers) also portrays other environmental risk factors for player vs. player engagements: mistakenly fleeing into a banner boss or having one walk into the conflict, dodge rolling too far only to aggro nearby enemies, etc. Although many players can handle these situations; however, snares/immobilization or stun effects can complicate the aggro management while fighting the given target(s).

    Overall, Imperial City is in a good place for what it offers. A leader board for reward ranking is an exploitable feature and one contributor to the faction lock on the 30 day campaigns. Disagree or agree; Imperial City is a good location for something new and radically different: An official Guild activity.

    This Guild activity would be faction locked (not imply faction lock to Imperial City) that contains the following high-level overview:
    1. Each objective (flag) must be turned to the Guild's faction.
    2. Each objective (flag) after capture must be held for another turn cycle to open a portal at the top of the stairs.
    3. Multiple Raid/Trial Groups enter the portal.
    4. All Raid/Trial Group members must enter within timeline proximity to each other (6 * 12 = 72 players)
    5. Each Raid/Trail Group completes Part 1 of the Guild Raid/Trial against one of several Daedric Lords assets that's plotted against Tamriel. Once completed, the Raid/Trial opens the final boss portal.
    6. Entering the portal from Part 1 starts Part 2, the Final Boss fight that uses all players (6 * 12 = 72 player) into one hard/difficult fight against one of the Daedric Lord's high ranking general.
    7. Upon completion of the Final Boss then the Guild earns a ranking score similar to other score runs. BUT, it triggers the random spawn timer for a powerful artifact in Cyrodiil at the faction's camp (rewarding the PVP faction players) AND the rewards the participated players with a powerful/unique item/weapon/set reward unlike other Trials.

    The success of the Guild Activity encompasses several aspects of the game including PVP/PVE activities; but more importantly, it provides a difficult activity to coordinate, organize and complete for Guilds. In closing, I'd would use IC as a platform for Guilds to earn ranking than individuals or players.
    Edited by Sahidom on September 19, 2019 3:23PM
  • Szende
    Szende
    ✭✭✭
    Yellow tempers for every crafting line able to buy for telvar? If telvar become simply an alternate way for crafting, maybe more people would be interested in it. IC is a high risk but low reward place, maybe thats why it isnt popular. On the event it was far better.
    PC-EU
    Kyra Leith - PvP Stamina Nightblade
  • kojou
    kojou
    ✭✭✭✭✭
    ✭✭
    Since Imperial city is separated from Cyrodiil for all intents and purposes I would like to see it as more of an every group/player for themselves battleground campaign rather than an alliance based one.

    Make it so you can either start a team, join an existing team, or enter solo. If you enter solo, then you can kill or be killed by anybody, but maybe give a higher tel-var multiplier. Teams can have a max of 6 players/minimum of 2 and once one is full players would have to join a different one. All bases would just function as safe starting places for making groups rather than Alliance HQs.

    Obviously there would have to be more thought in the details, but I think this kind of arrangement would cut down on the "zergy" one alliance dominates the map stuff and make it a place for more interesting small scale PvP fights.

    You could then have leaderboards for solo, group, and overall kills/tel-var acquisition, etc.
    Playing since beta...
  • BNOC
    BNOC
    ✭✭✭✭✭
    I vote a solid no to any "guild" events or request, that place is a *** hole when guilds and zergs are there.

    I also vote a solid no to leaderboards - Leaderboards in this game away from PvE are purely time played, nothing to do with skill - That includes Cyro & BG's, this would follow suit.

    The door animation fix would be nice but NO to using doors at any time - You'll just be chasing Nightblades around districts because as we all know, they try their 1 bang then instantly start playing hide and seek when it inevitably fails, this would multiply that issue.
    1. Group sizes should be capped at 4
    2. Each group/solo player should be individual - It's the number 1 farming spot in game, you should be able to contest that against your own alliance (Not sure if this is biased as it's always AD zergs there and I'm AD) but I've believed that for a long time
    3. You should have to have 10k stones on you to contribute to flag captures (5k stones is literally 45 seconds farming and too many people roll about with no risk at all)
    4. With the ease of access to high amounts of telvar (15k per boss solo, every 4 minutes) risk should be increased from 50%.
    5. Quite a few more but no time.. may edit
    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)
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    Add a Below 50 Campaign.
    Make it a campaign so players can earn rewards again.
    Fix the loading screen areas So you don't die while helpless and gap'closer suppressers work as intended.
  • Hamboot
    Hamboot
    ✭✭✭
    I think there should be some objectives added to ic, a purpose
  • DarkGottbeard
    DarkGottbeard
    ✭✭✭
    I think that since we are technically at war with molag bal's invading forces in the imperial city, when a large group presents itself (more than 8 players of any faction within the same district quadrant) the armies of molag bal should show appropriate concern. There are some very powerful daedric titans that fly over the districts at all times. Maybe they would like to drop down and launch a powerful attack on such a dense concentration of enemies. Maybe if they were to witness a large force gathering (20+ players of any faction) they might drop out of the sky altogether and get all raid bossy.

    Add more incentive to molag bal center, roaming patrol bosses in the sewers, and scamps. Examples, more stones per kill, higher drop chances and better materials, Style pages or polymorphs to match the outfits of the roaming bosses. Add back in regional bonuses (key fragments used to be from different parts of the sewers motivating you to take risks for better farm locales). Example, scaling stone drops and stone loss on death the deeper in to the sewers you go (tier 1 base- normal drops/no stone lossed on death; tier2 your factions outer section 25% bonus drops/ stone loss on death; tier3 Center 50% bonus/ stone loss on death; tier4 enemy outer section 75% bonus/ stone loss on death; tier 5 enemy base 100% bonus drops/ all stone lossed on death).

    These changes would fix the farm zergs of the imperial city districts by adding extra npc pressure when they are being the most abusive while simultaneously allowing them stronger rewards in the sewer proper (an area where terrain can be used against large groups).
    The medium sized base farm groups would draw more counter response as they would accumulate stone quickly for being so deep in enemy territory thus making them richer targets. Example "/zone that farm group has been outside our base for a while they probably have a lot of stone. Come help if u want to cash in."
    The varied degrees of incentives and risk/reward would do its own work on randomizing the sewer encounters as you roamed through.
    Edited by DarkGottbeard on September 20, 2019 12:28AM
  • Red_Feather
    Red_Feather
    ✭✭✭✭✭
    ✭✭
    A Tel Var 'Golden Vendor' would be the hotcakes. People will use it. Something to look forward to each weekend.
Sign In or Register to comment.