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How Imp City should function

Ramzdonb16_ESO
Ramzdonb16_ESO
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Hello all,

I'm back again forcing my opinion down your throats.

I have a few main points of Imp City I'd like to address.

Firstly let me tell you why I enjoy imp city and choose to play there often.

I like the risk and reward gains, a lot of fun risking the Tel var you earned robbing other players.

I hate riding in Cyro, Cyro is exactly the same all the time. Ride 5 minutes to a keep not seeing anything get zerged or sniped down and ride again. By the time I get to a keep I'm so bored I'm not even paying attention to defend myself, therefore I come in to imp city to avoid that bore and have continuous fights.

Building on this for imp city:
Lower the amount of Tel var lost depending on group size - encourage smaller teams by adding bonus Tel vars. Yeah I love fighting the huge zergs with my team but all zergs do is remove the smaller teams and control the map, if the smaller teams had some compensation they would stay and fight.

Make imp city factionless- I find it bizarre that there is even alliances in the imperial city. It's pointless to hold and would be a drain on all alliances resources. But gameplay wise whenever we log in on blues so does everyone else so we can't fight them we only have blue characters so can't swap. Remove alliances, allow for cross alliance grouping. It will make the game far more intense.

Finally I propose that the big doors between all districts be removed so there is no load screens. I don't really understand why there is 6 potential load screens it makes no sense and it's just annoying. Another irritating feature is that you spawn back in the home base when you don't control any districts, you should just spawn back to the district you died in on release, this will make it harder for any team to completely control the map reduce load screens which is the bane of all players existence and create a constant combat system which is what imperial city feels like it should be.

Side note, imperial physique is pretty much useless now, it should continue to gain strength with each telvar to make the risk worth the reward, otherwise people just go back and bank Tel vars every two minutes not much reason not to when it costs 10k ap to go back. Not that we ever do and I don't see any of the good players we fight do either but the zerglings love a good deposit. P.S.S we love zerglings they make the game fun

  • martinhpb16_ESO
    martinhpb16_ESO
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    Don't like the idea of no faction especially as I am a solo player.

    Do like the idea of less TV, the larger the group, esp as a solo player :P
    Edited by martinhpb16_ESO on February 3, 2020 10:36AM
    At least the spelling is difficult for you.
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  • Zer0_CooL
    Zer0_CooL
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    - "encourage smaller teams by adding bonus Tel vars."

    Well basically this is already the casee. The fewer people are on a boss the more stones you get. I personaly don't get the point of raiding IC in a 10+ man group getting 500 stones for one boss.

    - "Remove alliances, allow for cross alliance grouping. It will make the game far more intense."

    I highly doubt that the game will become more intense. People will choose the faction with most player loged in and zerg down even your smal, well organized group.


    -"Not that we ever do and I don't see any of the good players we fight do either but the zerglings love a good deposit. "

    Not only "zerglings". I personally always try to solo a boss with 3x multiplier geting 7-9k stones and imediately deposit them. There are aways groups eager to steal some stones.


    Changes i'd like to see:

    -Shorter respawn times for bosses.

    -Telvar payout scaling with the amount of damage that was dealt. I hate it when i got a boss on 10% HP and then a group shows up reducing my gain by multiple thousand stones.
    Edited by Zer0_CooL on February 3, 2020 10:40AM
  • Ramzdonb16_ESO
    Ramzdonb16_ESO
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    Don't like the idea of no faction especially as I am a solo player.

    Do like the idea of less TV, the larger the group, esp as a solo player :P

    As a solo player no faction will probably be better for you=more players to gank
  • Ramzdonb16_ESO
    Ramzdonb16_ESO
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    Zer0_CooL wrote: »
    - "encourage smaller teams by adding bonus Tel vars."

    Well basically this is already the casee. The fewer people are on a boss the more stones you get. I personaly don't get the point of raiding IC in a 10+ man group getting 500 stones for one boss.

    - "Remove alliances, allow for cross alliance grouping. It will make the game far more intense."

    I highly doubt that the game will become more intense. People will choose the faction with most player loged in and zerg down even your smal, well organized group.


    -"Not that we ever do and I don't see any of the good players we fight do either but the zerglings love a good deposit. "

    Not only "zerglings". I personally always try to solo a boss with 3x multiplier geting 7-9k stones and imediately deposit them. There are aways groups eager to steal some stones.


    Changes i'd like to see:

    -Shorter respawn times for bosses.

    -Telvar payout scaling with the amount of damage that was dealt. I hate it when i got a boss on 10% HP and then a group shows up reducing my gain by multiple thousand stones.

    I'm talking about player v player telvar loss and gain not pve Tel var gain, that's fine how it is, we don't even really fight the bosses unless nothing is happening in the district.

    I think you misunderstood no alliance, as in there is no alliance to choose from you go in as a solo player as if you were in open world, 24 man groups are still the maximum (although should be 12 in imp city) it will be more intense because instead of 15 blues coming to help us it's 15 blues that could potentially wipe us or give us much bigger Tel var gain.

    And lastly you agree with me that there is no reason to keep your Tel var other than you can't be bothered for a load screen, need more encouragement to keep it perhaps 5x at 25k and 6x at 50k

    As for scaling with damage it doesn't make sense because if you had a healer or tank in your group they won't get very much which isn't fair, unless it depended on your groups DPS which I still don't agree with. Having no alliances technically helps with this because you can wipe everyone that comes close to your precious boss Tel var payout
  • Zer0_CooL
    Zer0_CooL
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    So basicaly what you want, is more victims with pockets full of stones for you and your ballgroup?
  • Ramzdonb16_ESO
    Ramzdonb16_ESO
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    Zer0_CooL wrote: »
    So basicaly what you want, is more victims with pockets full of stones for you and your ballgroup?

    😂 Yes, but we only 4 man max most of the time so hardly a ball group, I'd like just 4 man groups too but that might be pushing it 🤷🏻‍♂️
  • Beardimus
    Beardimus
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    Quick replies
    1. Yep zergs kill IC
    2. No. Just no. Factions are cool.
    3. Doors might explain low lag right. Remove them might impact stuff
    4. Alot of folks think it's OP lol.
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  • xWarbrain
    xWarbrain
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    Group size should be limited to 4 in IC. There is no reason for large groups to be running around.

    I'd keep the factions, not sure how else you'd assign a home base. Could be random I guess, but I like the 3 factions. I'd rather see them implement a way to swap alliances like race change tokens.

    Also, I hate Imperial Physique, so therefore nerf it. Wahhhhh
    XB1 NA
    Your nerf suggestion is dumb. Learn to counter other players instead of having the game rebuilt to your ability level.
  • Anotherone773
    Anotherone773
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    So i find IC pointless as someone who mainly pves but also pvps. If i want to:

    1) PVE = the rest of tamriel has better rewards with less headaches.
    2)General PVP= Cyrodil, i dont have to deal with a bunch of npcs while trying to also fight people.
    3)Instant PVP = Battlegrounds. I dont have to deal with pve at all, the rewards are more useful and i dont get punished for dying.

    IC simply does not entice PVPers or PVEers, generally. The only people who like IC are gankers. It is the biggest disaster of a pve zone and of a pvp feature that has been implemented. And you basically want to set it up so its more beneficial to gank groups and less beneficial to larger groups that could elimiate or protect against gank groups.

    If you want to fix IC and make it so its used by everyone:

    1) Better rewards for Tel Var Stones. Much better. Those rewards are pathetic. And make some of it tradeable.

    2) Make it easier to get back to base. I dont know why ZOS thinks a good pvp system is one in which we have to spend all of our time traveling to where we want to go and hope we dont die before we get there. Its a stupid idea.

    3) Remove stone losses in PVE only situation. I lost 1100 stone a few days ago because of a short lag spike at the wrong time to pve mobs only. So annoying especially considering how nearly worthless the stones are already.

    4) If your faction owns a district then
    - Base Tel Var earned from mobs in that district is 40% more
    - Tel Var lost for dying in your faction's district is 40%
    - Tel Var lost for dying in an enemy faction district is 60%.

    5) If your faction hold two districts next to each other then additionally in both zones base Tel Var is 70% more.

    6) If your faction holds districts on either side of the district then you get:
    - Base Tel Var is 100% more( doubled)
    - Tel Var lost for dying in that district is 20%
    - Enemy Tel Var lost in that district is 80%
    - You may use a recall stone( sold for 100 Tel Var) to recall to your home base

    7) Additionally to the above for every district your faction owns:
    - 10% more base Tel Var in districts controlled by your faction.
    - Respawn timers reduced by 5% on bosses in that district( If you own 4 districts, boss respawn timers are reduced by 20% is each district you own)
    - When inside your own district you get 2% to all resource recovery, 200 to physical and spell resistance, and 25 to critical resistance per district controlled.
    - When attacking another district( outside your own districts) you get 2% to resource pools, 200 to physical and spell penetration, and 1% to crit damage for every district your faction does NOT own when outside your own district.

    8) When in your own sewers:
    -Max stone multiplier is 2 regardless of how many stones you have. ( It can still be 1 if you dont have enough for 2)
    - Stone loss to players is 20%

    9) When in other factions sewers:
    - Stone gained from players is 20%.
    - Base stone rate is tripled from pve kills.
    - Max stone multiplier of 2.
    - Stone loss on death is normal 50%.
  • Grimlok_S
    Grimlok_S
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    I don't think smaller groups should lose less, but it would be interesting to see large groups lose more.

    So for example groups of 5 or more players (Large Group status) start losing 10% more TV per member added up to 100% loss at 10 members.

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  • Ramzdonb16_ESO
    Ramzdonb16_ESO
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    So i find IC pointless as someone who mainly pves but also pvps. If i want to:

    1) PVE = the rest of tamriel has better rewards with less headaches.
    2)General PVP= Cyrodil, i dont have to deal with a bunch of npcs while trying to also fight people.
    3)Instant PVP = Battlegrounds. I dont have to deal with pve at all, the rewards are more useful and i dont get punished for dying.

    IC simply does not entice PVPers or PVEers, generally. The only people who like IC are gankers. It is the biggest disaster of a pve zone and of a pvp feature that has been implemented. And you basically want to set it up so its more beneficial to gank groups and less beneficial to larger groups that could elimiate or protect against gank groups.

    If you want to fix IC and make it so its used by everyone:

    1) Better rewards for Tel Var Stones. Much better. Those rewards are pathetic. And make some of it tradeable.

    2) Make it easier to get back to base. I dont know why ZOS thinks a good pvp system is one in which we have to spend all of our time traveling to where we want to go and hope we dont die before we get there. Its a stupid idea.

    3) Remove stone losses in PVE only situation. I lost 1100 stone a few days ago because of a short lag spike at the wrong time to pve mobs only. So annoying especially considering how nearly worthless the stones are already.

    4) If your faction owns a district then
    - Base Tel Var earned from mobs in that district is 40% more
    - Tel Var lost for dying in your faction's district is 40%
    - Tel Var lost for dying in an enemy faction district is 60%.

    5) If your faction hold two districts next to each other then additionally in both zones base Tel Var is 70% more.

    6) If your faction holds districts on either side of the district then you get:
    - Base Tel Var is 100% more( doubled)
    - Tel Var lost for dying in that district is 20%
    - Enemy Tel Var lost in that district is 80%
    - You may use a recall stone( sold for 100 Tel Var) to recall to your home base

    7) Additionally to the above for every district your faction owns:
    - 10% more base Tel Var in districts controlled by your faction.
    - Respawn timers reduced by 5% on bosses in that district( If you own 4 districts, boss respawn timers are reduced by 20% is each district you own)
    - When inside your own district you get 2% to all resource recovery, 200 to physical and spell resistance, and 25 to critical resistance per district controlled.
    - When attacking another district( outside your own districts) you get 2% to resource pools, 200 to physical and spell penetration, and 1% to crit damage for every district your faction does NOT own when outside your own district.

    8) When in your own sewers:
    -Max stone multiplier is 2 regardless of how many stones you have. ( It can still be 1 if you dont have enough for 2)
    - Stone loss to players is 20%

    9) When in other factions sewers:
    - Stone gained from players is 20%.
    - Base stone rate is tripled from pve kills.
    - Max stone multiplier of 2.
    - Stone loss on death is normal 50%.

    You have some interesting ideas here. It's nice to see the perspective of someone who prefers bigger groups, as they are ultimately who we aim to fight. Disagree that you think my rules make it harder for larger groups to protect themselves, they aren't the ones who need protecting in the first place..

    I agree with everything else up until 7, because one of the main enticements to IC is that there is no emperor or campaign buffs. Good level playing field.

    While you're in your own sewers it's the hardest place for enemy factions to fight, it's a risk in itself being in the enemy sewers, get caught slipping there it's your own fault. (Snipeblades can desync anyone, that's never your fault)
  • geonsocal
    geonsocal
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    especially now with battlegrounds and "newish" content regularly available, plus cyro - so many different things for players to do...

    really wish there was some way to keep a regularly lively pop in IC...

    the environment in the districts is my favorite spot to pvp in...
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  • Enodoc
    Enodoc
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    If you want to fix IC and make it so its used by everyone:

    [snip]
    I like this list. This is a nice list. I'm not sure how the respawn timers would work though - they would be reduced regardless of who owns the district, because someone always owns the district.
    2) Make it easier to get back to base. I dont know why ZOS thinks a good pvp system is one in which we have to spend all of our time traveling to where we want to go and hope we dont die before we get there. Its a stupid idea.
    How could you do this? I suggested giving access to the district Rally Point if you controlled the district, but others did not like that idea.
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  • Mr_Walker
    Mr_Walker
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    "risk and reward"

    Some of you have read this previously and thought it applies to IC. It doesn't.
  • Katahdin
    Katahdin
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    So i find IC pointless as someone who mainly pves but also pvps. If i want to:

    1) PVE = the rest of tamriel has better rewards with less headaches.
    2)General PVP= Cyrodil, i dont have to deal with a bunch of npcs while trying to also fight people.
    3)Instant PVP = Battlegrounds. I dont have to deal with pve at all, the rewards are more useful and i dont get punished for dying.

    IC simply does not entice PVPers or PVEers, generally. The only people who like IC are gankers. It is the biggest disaster of a pve zone and of a pvp feature that has been implemented. And you basically want to set it up so its more beneficial to gank groups and less beneficial to larger groups that could elimiate or protect against gank groups.

    If you want to fix IC and make it so its used by everyone:

    1) Better rewards for Tel Var Stones. Much better. Those rewards are pathetic. And make some of it tradeable.

    2) Make it easier to get back to base. I dont know why ZOS thinks a good pvp system is one in which we have to spend all of our time traveling to where we want to go and hope we dont die before we get there. Its a stupid idea.

    3) Remove stone losses in PVE only situation. I lost 1100 stone a few days ago because of a short lag spike at the wrong time to pve mobs only. So annoying especially considering how nearly worthless the stones are already.

    4) If your faction owns a district then
    - Base Tel Var earned from mobs in that district is 40% more
    - Tel Var lost for dying in your faction's district is 40%
    - Tel Var lost for dying in an enemy faction district is 60%.

    5) If your faction hold two districts next to each other then additionally in both zones base Tel Var is 70% more.

    6) If your faction holds districts on either side of the district then you get:
    - Base Tel Var is 100% more( doubled)
    - Tel Var lost for dying in that district is 20%
    - Enemy Tel Var lost in that district is 80%
    - You may use a recall stone( sold for 100 Tel Var) to recall to your home base

    7) Additionally to the above for every district your faction owns:
    - 10% more base Tel Var in districts controlled by your faction.
    - Respawn timers reduced by 5% on bosses in that district( If you own 4 districts, boss respawn timers are reduced by 20% is each district you own)
    - When inside your own district you get 2% to all resource recovery, 200 to physical and spell resistance, and 25 to critical resistance per district controlled.
    - When attacking another district( outside your own districts) you get 2% to resource pools, 200 to physical and spell penetration, and 1% to crit damage for every district your faction does NOT own when outside your own district.

    8) When in your own sewers:
    -Max stone multiplier is 2 regardless of how many stones you have. ( It can still be 1 if you dont have enough for 2)
    - Stone loss to players is 20%

    9) When in other factions sewers:
    - Stone gained from players is 20%.
    - Base stone rate is tripled from pve kills.
    - Max stone multiplier of 2.
    - Stone loss on death is normal 50%.

    The telvar gain/loss are needlessly complicated and will do nothing to alleviate the fact no one wants to go there. Leave the telvar/gain loss as it is. There is already a built in adjustment to gain for group size and for districts owned.

    There already is a quick way to get back to base, it's called an imperial retreat stone and transports you back to your faction's sewar base.

    I agree there should be better rewards for things bought with tel var as that is really the only thing that will incentivize people to go there. The dailies should give 2x more tel var. Also agree the sewars multiplier should be higher.
    Edited by Katahdin on February 6, 2020 8:09PM
    Beta tester November 2013
  • MipMip
    MipMip
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    Make imp city factionless

    I also like IC (but also like Cyrodiil, they each have their own types of fights) - I mostly agree with OP's suggestions, especially about removing factions from IC, that would be awesome!
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