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Make Imperial City Great Again

MCBIZZLE300
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So many fond memories of mine have been during an imperial city event that come once a year when its populated. I really think that Imperial city is wasted content outside of the annual double telvar event and its a waste. My idea is to make the Imperial city a separate campaign with monthly rewards like cyrodiil including transmute crystals, a bonus amount of telvar and imperial city gear sets each month. I think there needs to be more of a reason to enter the imperial city, seeing as there are problems with performance in cyrodiil with no answer in sight. I like possibly many others have been staying away from eso pvp as of late due to performance and I really think a revamped imperial city would be welcomed with open arms by most of us. Please let me know if any of you agree/ thoughts. I love this games combat and miss it greatly.
  • redspecter23
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    My opinion only, but the day they added flags and potentially forced double load screens or a multi zone run to get back into combat was the day I lost interest in IC.

    I remember the massive 3 way battles in IC and instant rez to get back into the fight. I miss those days.
  • MCBIZZLE300
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    My opinion only, but the day they added flags and potentially forced double load screens or a multi zone run to get back into combat was the day I lost interest in IC.

    I remember the massive 3 way battles in IC and instant rez to get back into the fight. I miss those days.

    are you console? Ive never had a problem in imperial city on pc.
  • drsalvation
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    I think we need a story campaign in imperial city to settle the war.
    I don't think players would care about the game lore concluding the three-banner war, cyrodiil and IC could be treated as PvP arenas, like battlegrounds, as a "what happened during the war" kind of thing.
    This way we could get more dlc areas in cyrodiil like cheydinhall or chorrol rebuilding after the war.

    But if it comes to spicing up PvP...
    How about keeping imperial city as its own instance in time, introduce a fourth faction: Imperials, and make an imperial city version in Cyrodiil as imperial starting base.
    I play as imperial, I want to defend my home, not ally with barbarians to invade and destroy it.
    Introduce new choking points (bridges) to go through the city, and maybe add an option for truce so that you can become a mercenary for the other factions and get AP as if you were part of that faction. I once helped a team of yellows invade a fort taken by blue barbarians. I got nothing, but it was fun trying out some diplomacy in exchange for them letting me take some farms I needed to grind for the conquest daily. And if you become a mercenary against your own faction, you get a bounty like in PvE, and your guards will start attacking you until you lose heat or pay your bounty.

    But that's kinda irrelevant to the topic lol.
    Imperial city does feel worthless tho, you just take a flag and move to the next, You can't even use siege weapons. I think monsters in imperial city should be as tough as trial monsters, if players want to defeat them, then all players would have to join in, except the PvP players think imperial city is PURELY PvP (but it has always been marketed as PvEvP).

    The way I see it, Imperial City should be focused as a PvE environment with PvP toggled on, but PvP shouldn't be the main selling point. This way more PvE players will slowly start getting into PvP.

    Imagine the monsters in imperial city being big massive entities with trial health that spawn in the center or somewhere else, and now players need to stop their petty mortal conflict to take down the monsters, using siege weapons, and after the monster drops, there's a small truce window allowing players to go back to base and store their tel-vars, OR break the truce and fight other players soon after to take their tel-vars. (The truce ONLY happens after the monster dies, not during, so you can still be betrayed in the middle of the fight, that ought to please PvP'ers, but you can still go back to the fight and claim your reward, that ought to please the PvE'ers), and while monsters are out, nobody is allowed to take flags, and if the monster is ignored, taken flags will be destroyed and the area will become neutral.

    There's only one event that does that in the sewers, it's fun but it's very rare and I don't see many people running it anyway, but it's really fun when people DO join in, especially if it's with opposing factions.
  • redspecter23
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    My opinion only, but the day they added flags and potentially forced double load screens or a multi zone run to get back into combat was the day I lost interest in IC.

    I remember the massive 3 way battles in IC and instant rez to get back into the fight. I miss those days.

    are you console? Ive never had a problem in imperial city on pc.

    It's not a problem, just the way the gameplay loop changed at that point. I was a fan of the way it was and not the way it is now. There were times there were over 100 players in one district. You just don't see that anymore, even during events.
  • drsalvation
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    My opinion only, but the day they added flags and potentially forced double load screens or a multi zone run to get back into combat was the day I lost interest in IC.

    I remember the massive 3 way battles in IC and instant rez to get back into the fight. I miss those days.

    are you console? Ive never had a problem in imperial city on pc.

    Even on my series S, load screens are almost instant, but still, back then you would always respawn on your balcony.
    Now, if all flags are taken, you spawn on sewers, or if you have a base on the other district, you spawn there, which is a loading screen, then you need to run back to the other district, which is another loading screen. And even so, it takes a while to gallop to the battle area. It used to be so that you could just jump off the balcony and start fighting, over and over again.
  • Jeremy
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    So many fond memories of mine have been during an imperial city event that come once a year when its populated. I really think that Imperial city is wasted content outside of the annual double telvar event and its a waste. My idea is to make the Imperial city a separate campaign with monthly rewards like cyrodiil including transmute crystals, a bonus amount of telvar and imperial city gear sets each month. I think there needs to be more of a reason to enter the imperial city, seeing as there are problems with performance in cyrodiil with no answer in sight. I like possibly many others have been staying away from eso pvp as of late due to performance and I really think a revamped imperial city would be welcomed with open arms by most of us. Please let me know if any of you agree/ thoughts. I love this games combat and miss it greatly.

    I've suggested giving it its own monthly campaign too. It would help.

    But I doubt it would be welcomed with open arms by most of us. Because it's going to stay sparsely populated just due to the nature of the content, which is designed to encourage and reward ganking. It's also very unfriendly to solo players. My Nightblade is really the only class I would ever step foot into Imperial City alone on unless I was just really desperate to get some quests in there done. It's definitely not something I would do for "fun" ever.
    Edited by Jeremy on November 11, 2021 7:51PM
  • Kaelthorn_Nightbloom
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    I really think that Imperial city is wasted content outside of the annual double telvar event and its a waste.

    Yep pretty much.

    If you don't need gold and you don't need the sub-par gear then there's no reason to ever visit IC.

    Might as well play Deathmatch BG.
    PC NA
  • VaranisArano
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    What the old pre-district flag Imperial City offered was the same large group combat as Cyrodiil in much closer quarters with faster respawn time. And so you'd have massive battles in the Arena because players fight, due, respawn, and get right back into the fight.

    A. I'm not sure how much appetite there is for that sort of combat any more. Some, but maybe not enough to revitalize IC in a lasting way.

    B. I'm not sure that performance will allow for those sort of massive battles any more. Cyrodiil is struggling with large three-way fights. Maybe it'd be different in a small area like IC or maybe it wouldn't.
  • kargen27
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    I've posted this a couple of times.

    "Before the zones in Imperial City had flags there were some large and very fun fights in Imperial City. Often all three factions involved. Those fights were a great introduction to PvP. If you died and didn't get a quick rez it was no problem to just recall to the balcony jump back down and die again. Eventually you would start getting in on a kill or two before dying and everybody was always back to the fight quick. You could hide in the back trying to get in a few shots until you were more comfortable getting right up in the middle of things. Was fun. Other than sheer numbers no faction had an advantage.

    I'm not asking for removing flags from Imperial City. I think they add an interesting dynamic to the area but they have what I think was an unintended consequence. Now the faction holding the flag has a decided advantage. They get to spawn to their balcony but the other two factions have to spawn outside the zone and either travel back in or drop into the sewers and climb back up the ladder. Either choice can take a minute or two (sometimes longer when the ladder gets finicky) and that time delay can end the fight early. We get some big fights during events and those are fun but would be nice to have big fights year round.

    So I'm thinking one week a month or two weekends a month things change in Imperial City. I think I would prefer two weekends a month. The idea is one zone in Imperial City would be declared a battle zone. At first I thought while a zone was a battle zone there would be a faction flag at the base of each factions balcony and so long as they control their flag they can spawn to their balcony no matter who owns the main flag. Owning the main flag would give some kind of bonus similar to now? Then I thought, no that is silly. The idea is three factions having (other than population) equal terms of battle. Losing your faction flag puts you at a disadvantage and this idea is about large fights just for the fights.

    So the faction flags would be on the balconies and there would be no way a faction can lose their flag. When you die you can spawn to your faction flag. Haven't thought much yet about whether or not players who die in other zones should be able to port to the faction flag. Either way controlling the zone flag would still do what controlling the zone flag does. Maybe while in a battle zone it could offer a bit more or maybe not. Something else I haven't put much thought into. Anyway the point is two weekends a month there would be a zone (which zone would be on a rotating schedule) where we could all go and kill each other and quickly spawn to get back into the fight when we die. No real point to it other than carnage. And killing Orange!

    I think it would be fun."
    and then the parrot said, "must be the water mines green too."
  • spartaxoxo
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    My idea

    -no more taking other players Tel Var
    -introduce 2 new district that has no flags.

    The grand melee: In this area, there are new daily quests and mobs with a bunch of new gear, cosmetics, titles, achievements, etc.

    Each side has a destructible balcony that instantly repairs itself after 10 minutes upon destruction. To destroy it you must breach the outer wall and then kill a crystal inside of it. If your balcony is still up, you instantly respawn at the balcony. If not you get sent back to the sewers and must climb back up the ladder to get into battle. You can also bet Tel-Var somehow on private arena duels.

    The Arena Bloodgates: People can queue for a private dueling room. Teams or individuals. Players can stake Tel-Var on the outcome of the duel. Winning 500 of these duels gives you the Arena Bloodgate champion achievement, that lets you have a fancy title and a unique cosmetic.


    Reasons: I think Tel-Var loss greatly decreases casuals willing to participate which kills a lot of engagement from them outside of events. I also think the flag respawn behavior kills a lot of enjoyment from more dedicated pvpers who just want to get in and out of battle without a bunch of loadscreens. Having new districts also puts some vet players away from the questing districts without eliminating the risk of pvp or ganking entirely as there should be risk to entering a PvEvP zone.

    I think brand new nice rewards will also incentivize people to check this content out.
    Edited by spartaxoxo on November 12, 2021 2:42AM
  • Ratzkifal
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    Imperial City is like an ecosystem. NPCs are primary producers, because they produce resources (telvar), Telvar farmers are primary consumers, gankers are secondary consumers. Right now we have too many secondary consumers for every primary consumer, which limits the total amount of secondary consumers as well due to bottom-up trophic cascade. Basically if we make Telvar farming more viable of a method of obtaining Telvar compared to ganking, then that would benefit both the farmers and the gankers.

    Perhaps dynamically change the loss of telvars depending on how much telvars your killer is carrying. Put your own Telvar on the line if you want to gank. That could make ganking less disruptive and make farmers' time more worth while, which in turn gives more potential targets for ganks.

    I also think simply adding more campaigns would help. IC can't and doesn't need to support too large amounts of players, because it devolves into a bloodbath where everyone is constantly dying and Telvars either reach equilibrium or get funnelled into that one unkillable group. But if one campaign is firmly under control of a skilled group of coordinated players with low ping and you just can't win against them, you should be able to go into another campaign to avoid them. Cyrodiil is large enough to allow that and always has two fronts. IC is basically only one front.
    Once these few skilled players choked everyone else out of IC and can't gank anymore, they will either start farming bosses (which makes them easier targets) or follow into another campaign, in which case the cycle can start over. That's a lot more healthy than logging into IC, getting your ass whooped and all your hard earned Telvars taken and then logging off in frustration because that is the only instance of IC that is available because a second group already controls the other campaign.

    Oh and, add more rewards to the Telvar merchants instead of those daily tokens. Nobody wants to go to a PvP zone to grind daily tokens from a PvE quest.
    Edited by Ratzkifal on November 12, 2021 4:08AM
    This Bosmer was tortured to death. There is nothing left to be done.
  • AlnilamE
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    My opinion only, but the day they added flags and potentially forced double load screens or a multi zone run to get back into combat was the day I lost interest in IC.

    I remember the massive 3 way battles in IC and instant rez to get back into the fight. I miss those days.

    Yeah, that's more annoying than anything.

    Also, having to go through 11 load screens to pick up the district dailies.
    spartaxoxo wrote: »
    My idea

    -no more taking other players Tel Var

    Reasons: I think Tel-Var loss greatly decreases casuals willing to participate which kills a lot of engagement from them outside of events..

    Might as well remove Tel Var then.
    The Moot Councillor
  • LyraEmber
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    Whats this? Another "give pve versions of pvp zones" thread? This will surely go well!
    Edited by LyraEmber on November 12, 2021 4:29AM
  • spartaxoxo
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    AlnilamE wrote: »
    Might as well remove Tel Var then.

    It's the way AP works and Cyrodiil has a healthier pop. You can prevent someone from earning AP but not take the AP they already managed to get. The same being true of Tel-Var would lead it to being more casual friendly drawing in a larger crowd. I do think it would require making some of the Tel-Var items more expensive though.

    Like the number one sticking point that so many of those casual pvp players cite about why they don't do IC but will do Cyro or BGs sometimes is the Tel-Var issue. I don't think it's worth killing the entire zone's population so much of the year just to have this mechanic. It has taken away from pvp more than it has given.

    People need to have incentive to go in there and then they will get dragged into fights.

    New Districts that are ultra pvp heavy will bring in some of the players that are more dedicated to PVP but hate all the loading screens.

    And a bit easier time getting stuff done there will bring in casuals.

    Probably won't ever get as big as Cyro but at least it would be better than the largely dead zones you have whenever there is no event.
    Edited by spartaxoxo on November 12, 2021 4:56AM
  • kargen27
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    LyraEmber wrote: »
    Whats this? Another "give pve versions of pvp zones" thread? This will surely go well!

    Actually no. It is a make PvP fun again thread.

    And responding to another post, taking Telvar is a must. Imperial City and the Sewers are the only zones where dying has any kind of consequence (other than long rid back I guess) and that unique aspect needs to stay.

    Maybe say you can't take more Telvar than what you have with you and the rest go to the abyss. So if you have 100 and pop someone with 300 you get 100 and 50 are removed from the game. We still need that penalty of losing half. Sure there might be a few griefers that run around killing and being happy they cost you half your stones but at least this way they don't profit from the griefing if they risk nothing.
    and then the parrot said, "must be the water mines green too."
  • Magio_
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    I wish IC was factionless. Everyone's an enemy unless you're grouped with them. Lorewise, everyone's fighting for the throne or something. I hate when randos attach themselves to my small groups like barnacles.
  • katanagirl1
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    IC is just a different dynamic than Cyrodiil. I feel like you really have to be one of the top players to be successful there, and that’s just not me. I go there for events but I don’t spend much time farming tel var. I just get my tickets and run.

    It’s like IC just doesn’t have the team aspect to the PvP there that Cyro does. This is coming from someone who solos in Cyro but likes working together as a faction for a strategic goal.

    Maybe having a campaign would help by adding some team play, though. Right now it’s a bummer if none of the districts are controlled by your guys, but without a score there isn’t a lot of incentive to do anything about it I guess.
    Khajiit Stamblade main
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    Dark Elf Magden
    Khajiit Stamblade
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    PS5 NA
  • spartaxoxo
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    kargen27 wrote: »
    LyraEmber wrote: »
    Whats this? Another "give pve versions of pvp zones" thread? This will surely go well!

    Actually no. It is a make PvP fun again thread.

    And responding to another post, taking Telvar is a must. Imperial City and the Sewers are the only zones where dying has any kind of consequence (other than long rid back I guess) and that unique aspect needs to stay.

    Maybe say you can't take more Telvar than what you have with you and the rest go to the abyss. So if you have 100 and pop someone with 300 you get 100 and 50 are removed from the game. We still need that penalty of losing half. Sure there might be a few griefers that run around killing and being happy they cost you half your stones but at least this way they don't profit from the griefing if they risk nothing.

    Why do we need it? Why is it more important than a healthy population? It's the most cited reason by a country mile that I have seen to why people don't do IC (outside of people who won't enter pvp period, but they are a lost cause).
    Edited by spartaxoxo on November 12, 2021 5:36AM
  • LyraEmber
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    The fact that the people who want pve versions of pvp zones are the same people who call "dying in a pvp zone" getting "griefed," shows why there will never be pve versions of pvp zones.

    You just want the reward without the risks associated with the reward.
  • spartaxoxo
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    LyraEmber wrote: »
    The fact that the people who want pve versions of pvp zones are the same people who call "dying in a pvp zone" getting "griefed," shows why there will never be pve versions of pvp zones.

    You just want the reward without the risks associated with the reward.

    This thread isn't about a making it into a pve zone so I am not sure what you're talking about. Are you trying to respond to some other thread?
    Edited by spartaxoxo on November 12, 2021 5:40AM
  • LyraEmber
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    spartaxoxo wrote: »
    LyraEmber wrote: »
    The fact that the people who want pve versions of pvp zones are the same people who call "dying in a pvp zone" getting "griefed," shows why there will never be pve versions of pvp zones.

    You just want the reward without the risks associated with the reward.

    This thread isn't about a making it into a pve zone so I am not sure what you're talking about. Are you trying to respond to some other thread?

    Well IC is already a separate campaign, so your thread didnt make a lot of sense to me, since thats what youre asking for.

  • VaranisArano
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    spartaxoxo wrote: »
    AlnilamE wrote: »
    Might as well remove Tel Var then.

    It's the way AP works and Cyrodiil has a healthier pop. You can prevent someone from earning AP but not take the AP they already managed to get. The same being true of Tel-Var would lead it to being more casual friendly drawing in a larger crowd. I do think it would require making some of the Tel-Var items more expensive though.

    Like the number one sticking point that so many of those casual pvp players cite about why they don't do IC but will do Cyro or BGs sometimes is the Tel-Var issue. I don't think it's worth killing the entire zone's population so much of the year just to have this mechanic. It has taken away from pvp more than it has given.

    People need to have incentive to go in there and then they will get dragged into fights.

    New Districts that are ultra pvp heavy will bring in some of the players that are more dedicated to PVP but hate all the loading screens.

    And a bit easier time getting stuff done there will bring in casuals.

    Probably won't ever get as big as Cyro but at least it would be better than the largely dead zones you have whenever there is no event.

    I'll second the "might as well remove Tel Var." The whole point of the currency is that its risk-reward. Remove the risk and...do we really need another "gold"-type currency farmed from NPCs? Another AP currency farmed from player kills? Another no-loss key fragment currency unique to IC? Because that's all Tel Var would be.

    If Tel Var works exactly like gold or like AP, what's the point of it beyond keeping certain items like Alchemy satchels only able to be earned with an IC-only currency? We've already got those fragments for an IC-only currency for BOP gear. Sell the IC-only goods for fragments and the rest for AP, I guess?

    Without the risk-reward, there's just no point to Tel Var as a currency. It's redundant when gold, AP, and key fragments already function the way you would want it to.


    It almost goes without saying that I'm not in favor of players getting rewards without the intended risks. I understand that a segment of players don't enjoy losing Tel Var, but that doesn't mean ESO should cater to them by fundamentally changing the conflicts of Imperial City so that they can have their Tel Var with no risk of losing it. Something about cake and the eating of it. They've already got Cyrodiil and BGs if they want AP with no risk of loss and all of PVE if they want gold farms with minimal risk of loss from the Justice system. Tel Var's risk-reward system is unique. While I'm not surprised that uniqueness makes it unlikable to the sort of player who doesn't want to lose TV, that is also why it shouldn't be made redundant and effectively identical to all the other options for farming currency.

    We don't need to gut the risk-reward currency of Imperial City in a vain attempt to make it appeal to a segment of players who really don't like the City much in the first place. Realisitcally, if ZOS removed all Tel Var tomorrow so there was no risk of currency loss whatsoever nor could they have a loss-less farm for Tel Var like you are asking for, how many of those players would head out to IC?

    Probably few to none.
  • spartaxoxo
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    spartaxoxo wrote: »
    AlnilamE wrote: »
    Might as well remove Tel Var then.

    It's the way AP works and Cyrodiil has a healthier pop. You can prevent someone from earning AP but not take the AP they already managed to get. The same being true of Tel-Var would lead it to being more casual friendly drawing in a larger crowd. I do think it would require making some of the Tel-Var items more expensive though.

    Like the number one sticking point that so many of those casual pvp players cite about why they don't do IC but will do Cyro or BGs sometimes is the Tel-Var issue. I don't think it's worth killing the entire zone's population so much of the year just to have this mechanic. It has taken away from pvp more than it has given.

    People need to have incentive to go in there and then they will get dragged into fights.

    New Districts that are ultra pvp heavy will bring in some of the players that are more dedicated to PVP but hate all the loading screens.

    And a bit easier time getting stuff done there will bring in casuals.

    Probably won't ever get as big as Cyro but at least it would be better than the largely dead zones you have whenever there is no event.

    I'll second the "might as well remove Tel Var." The whole point of the currency is that its risk-reward. Remove the risk and...do we really need another "gold"-type currency farmed from NPCs?

    It's not removing the risk. It's still pvp currency. Nobody says AP is risk free. It's reducing it.

    I don't get why the original intentions mattered when they failed. I guess I never will.

    There are large masses of people that explicitly state "I don't do IC because of Tel-Var" masses. It is by and far the number one cited reason for casual pvpers to not do it. It's not even close. Probably a lot gave up on it at this point but people basically begged zos to let them enjoy IC by changing this mechanic back in the day. And some people including zos said "okay then leave if you don't like it." And now you have a dead zone.

    Well, you get what you wish for I guess. Everyone left.
    Edited by spartaxoxo on November 12, 2021 2:05PM
  • VaranisArano
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    LyraEmber wrote: »
    spartaxoxo wrote: »
    LyraEmber wrote: »
    The fact that the people who want pve versions of pvp zones are the same people who call "dying in a pvp zone" getting "griefed," shows why there will never be pve versions of pvp zones.

    You just want the reward without the risks associated with the reward.

    This thread isn't about a making it into a pve zone so I am not sure what you're talking about. Are you trying to respond to some other thread?

    Well IC is already a separate campaign, so your thread didnt make a lot of sense to me, since thats what youre asking for.

    I think the OP's idea is that while IC is a separate campaign, it isn't really a campaign in the sense of Cyrodiil. Nobody has faction goals or end of the month rewards to aim for. It's most just a few people doing whatever they want to: ganking, TV farming, questing, and the like. For very self-directed players, it's great. For players who like a little more structure and action to their PVP, Cyrodiil and BGs tends to be their pick.

    I'm not entirely sure how well the Cyrodiil rules etc could be adapted for IC. If ZOS was willing to add content to IC that made for better faction competition - I dunno, maybe just a counter for how many faction kills there are per month - players might have something to do that isn't entirely self-directed. It might (key-word: might) motivate more players to go there for long-term rewards like end of the campaign rewards in Cyrodiil or better PVP daily rewards rather than just the District quests.

    However, that all assumes ZOS is willing to spend money updating their first DLC zone which is now free. I doubt it. That goes for everything from changing the Tel Var system to changing District flags or revitalizing PVP by other means.

    I really think that ZOS is okay with this old free DLC being a mostly empty Tel Var farm and ganker zone except for 6 weeks out of the year when players do the District Dailies for event tickets. I mean, they got their money from it a long time ago.
  • spartaxoxo
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    LyraEmber wrote: »
    spartaxoxo wrote: »
    LyraEmber wrote: »
    The fact that the people who want pve versions of pvp zones are the same people who call "dying in a pvp zone" getting "griefed," shows why there will never be pve versions of pvp zones.

    You just want the reward without the risks associated with the reward.

    This thread isn't about a making it into a pve zone so I am not sure what you're talking about. Are you trying to respond to some other thread?

    Well IC is already a separate campaign, so your thread didnt make a lot of sense to me, since thats what youre asking for.

    I'm not the OP. He says his idea in the post if you reread it.
    . My idea is to make the Imperial city a separate campaign with monthly rewards like cyrodiil including transmute crystals, a bonus amount of telvar and imperial city gear sets each month.
    Edited by spartaxoxo on November 12, 2021 2:08PM
  • Tiphis
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    Yeah I miss when IC used to be fun. Maybe make telvar more useful and reduce the loss from players to 25% instead of 50%. More incentive to pve with less focus on pvp.
  • maxjapank
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    If you want more players in IC, then you have to take away the Tel-Var loss. I know some pvp’rs want to claim this risk vs. reward thing. But it’s the number 1 reason no one is there. I pvp in Cyrodill everyday. I even do bgs sometimes. But I won’t set foot in IC. If I have to continually fight mobs to earn Tel-Var and then end up being ganked or overrun by a zerg, then it’s not worth it to me to go in there.

    I do respect your desire to keep it as is. But this insistence on “leave it alone” “it’s the only pvp with true risk /reward” has gotten IC nowhere. It’s a ghost town. And maybe that’s the way some pvp’rs want to keep it. Because it is a good way to earn gold buy selling herbs and Hakeijo. No competition means easier farming for some.
  • spartaxoxo
    spartaxoxo
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    maxjapank wrote: »
    If you want more players in IC, then you have to take away the Tel-Var loss. I know some pvp’rs want to claim this risk vs. reward thing. But it’s the number 1 reason no one is there. I pvp in Cyrodill everyday. I even do bgs sometimes. But I won’t set foot in IC. If I have to continually fight mobs to earn Tel-Var and then end up being ganked or overrun by a zerg, then it’s not worth it to me to go in there.

    I do respect your desire to keep it as is. But this insistence on “leave it alone” “it’s the only pvp with true risk /reward” has gotten IC nowhere. It’s a ghost town. And maybe that’s the way some pvp’rs want to keep it. Because it is a good way to earn gold buy selling herbs and Hakeijo. No competition means easier farming for some.

    Honestly at this point I think it's decreased risk for certain playstyles because it's empty. A lot easier to run away from enemies if there is only like 4 of them on the map.
  • Emma_Overload
    Emma_Overload
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    All they need to do is put all upgrade tempers (especially for gold jewelry) and transmute crystals in the Tel Var store, and IC would be pop locked forever.

    Edited by Emma_Overload on November 12, 2021 3:13PM
    #CAREBEARMASTERRACE
  • Magio_
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    maxjapank wrote: »
    If you want more players in IC, then you have to take away the Tel-Var loss. I know some pvp’rs want to claim this risk vs. reward thing. But it’s the number 1 reason no one is there. I pvp in Cyrodill everyday. I even do bgs sometimes. But I won’t set foot in IC. If I have to continually fight mobs to earn Tel-Var and then end up being ganked or overrun by a zerg, then it’s not worth it to me to go in there.

    I do respect your desire to keep it as is. But this insistence on “leave it alone” “it’s the only pvp with true risk /reward” has gotten IC nowhere. It’s a ghost town. And maybe that’s the way some pvp’rs want to keep it. Because it is a good way to earn gold buy selling herbs and Hakeijo. No competition means easier farming for some.

    Risk for reward should entail risking your own Tel Var to steal your victim's Tel Var. Someone shouldn't be able to steal thousands from people while risking none at the time of the kill(s).

    Imagine if every ganker had to risk thousands of their own Tel Var to get any worthwhile amount from their victims.

    Adding Transmute Crystals for Tel Var sounds like an amazing incentive to go to IC. I do believe 10 for a Random Normal is a bit too much of a reward. Transmute Crystals came almost exclusively from PvP at one time. Gotta go back to those days.
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