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Ganked in IC Sewers

ImmortalCX
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I had to buy some Xivkyn motifs. I went in with a big stack of invisibility potions. Was able to reach the two vendors in different districts to buy the pieces I needed.

Then I crawled down the sewer grate closest to DC base. I am a room away from the base, just standing there to decide which direction to turn, then I get literally one shotted.

FAIL!

[snip] They know that PvE people like myself need to travel through there to get out. There is that short journey from the sewer grate back to the base camp where you are vulnerable. Why can't they just have the ladder go back to the base camp?

[edited for baiting]
Edited by ZOS_Icy on March 21, 2025 5:29PM
  • DenverRalphy
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    ImmortalCX wrote: »
    <snip>
    [snip] They know that PvE people like myself need to travel through there to get out. There is that short journey from the sewer grate back to the base camp where you are vulnerable. Why can't they just have the ladder go back to the base camp?

    The moment you enter a PvP area, you are no longer a "PvE people". You then become a PvP player, and need to plan accordingly.

    [edited to remove quote]
    Edited by ZOS_Icy on March 21, 2025 5:30PM
  • ImmortalCX
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    ImmortalCX wrote: »
    <snip>
    [snip] They know that PvE people like myself need to travel through there to get out. There is that short journey from the sewer grate back to the base camp where you are vulnerable. Why can't they just have the ladder go back to the base camp?

    The moment you enter a PvP area, you are no longer a "PvE people". You then become a PvP player, and need to plan accordingly.

    They put crafting motifs behind PvP content.

    I know its PvP area, but its designed so there is a short vulnerable corridor back to the base camp. Some loser was camped there. Ganked another person too acording to the log.

    I hope it was worth the 11 tel var stones.

    Its an example of bad game design that encourages toxic play style. The only reason he was camped there was to gank vulnerable PvE people who needed to go there and get out.

    [edited to remove quote]
    Edited by ZOS_Icy on March 21, 2025 5:30PM
  • Veinblood1965
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    Never take that route, just sign up for the Cyrodill Campaign, then sign back into the IC Campaign from there. I just do it because it's quicker. I think that's "one" reason IC is so barren of people, getting back to home base if you had to take the long route is irritating. It's a neat zone IMO just not designed for player play flow at all.

    It also works if you are stuck somewhere in Cyro or just want to leave the zone without having to travel to the home base.

    Sorry you got ganked though. I hated that zone when I first started PVPing.
    Edited by Veinblood1965 on March 21, 2025 3:19PM
  • DenverRalphy
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    ImmortalCX wrote: »
    ImmortalCX wrote: »
    <snip>
    [snip] They know that PvE people like myself need to travel through there to get out. There is that short journey from the sewer grate back to the base camp where you are vulnerable. Why can't they just have the ladder go back to the base camp?

    The moment you enter a PvP area, you are no longer a "PvE people". You then become a PvP player, and need to plan accordingly.

    They put crafting motifs behind PvP content.

    I know its PvP area, but its designed so there is a short vulnerable corridor back to the base camp. Some loser was camped there. Ganked another person too acording to the log.

    I hope it was worth the 11 tel var stones.

    Its an example of bad game design that encourages toxic play style. The only reason he was camped there was to gank vulnerable PvE people who needed to go there and get out.

    It doesn't matter that they put crafting motifs behind PvP content. Crafting motifs are environmentaly agnostic. They're not specifically tied to PvE or PvP.

    It's not bad game design. You knowingly and simply decided that you wanted something that comes from a PvP source. You've got to plan accordingly for that. Bring muscle, stay crouched, don't just stand around trying to decide which direction to go, etc..

    [edited to remove quote]
    Edited by ZOS_Icy on March 21, 2025 5:31PM
  • Freelancer_ESO
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    Generally speaking, Xivkyn Style is cheap on Guild Traders if you want to avoid the PvP

    You can queue for a Cyrodiil campaign to get out of the Imperial City quickly.

    Games will regularly put rewards behind content that isn't naturally popular the developers value so that said content can maintain a population.


  • Orbital78
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    ImmortalCX wrote: »
    I had to buy some Xivkyn motifs. I went in with a big stack of invisibility potions. Was able to reach the two vendors in different districts to buy the pieces I needed.

    Then I crawled down the sewer grate closest to DC base. I am a room away from the base, just standing there to decide which direction to turn, then I get literally one shotted.

    FAIL!

    [snip] They know that PvE people like myself need to travel through there to get out. There is that short journey from the sewer grate back to the base camp where you are vulnerable. Why can't they just have the ladder go back to the base camp?

    It is not going to be busy, just use Tel Var saver addon and jump around as needed. It always makes me laugh when a ganker chases me all over just to have me jump to a new campaign on them.

    [edited to remove quote]
    Edited by ZOS_Icy on March 21, 2025 5:33PM
  • Credible_Joe
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    [self snip]

    Can't say something nice, and all that. Everyone else is saying it pretty clearly anyway.
    Edited by Credible_Joe on March 21, 2025 3:49PM
    Thank you for coming to my T E D talk
  • jaws343
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    So, what you are saying is, you paid 11 telvar to fast travel back to base. If you are not complaining about losing telvar, being attacked literally did not inconvenience you.
  • ImmortalCX
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    You can queue for a Cyrodiil campaign to get out of the Imperial City quickly.

    Nice tip. This would have been much better than having to trek back to the base camp.
  • ImmortalCX
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    jaws343 wrote: »
    So, what you are saying is, you paid 11 telvar to fast travel back to base. If you are not complaining about losing telvar, being attacked literally did not inconvenience you.

    repair costs
  • Grizzbeorn
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    ImmortalCX wrote: »
    [snip]

    Did you lose your motifs that you went down there to buy?

    No?

    Then what exactly is the problem?

    [edited to remove quote]
    Edited by ZOS_Icy on March 21, 2025 5:32PM
      PC/NA Warden Main
    • Necrotech_Master
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      ImmortalCX wrote: »
      jaws343 wrote: »
      So, what you are saying is, you paid 11 telvar to fast travel back to base. If you are not complaining about losing telvar, being attacked literally did not inconvenience you.

      repair costs

      pvp does not incur repair costs
      plays PC/NA
      handle @Necrotech_Master
      active player since april 2014

      i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

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      feel free to stop by and use the facilities
    • Credible_Joe
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      ImmortalCX wrote: »
      jaws343 wrote: »
      So, what you are saying is, you paid 11 telvar to fast travel back to base. If you are not complaining about losing telvar, being attacked literally did not inconvenience you.

      repair costs

      Armor doesn't degrade in PvP :smile:
      Thank you for coming to my T E D talk
    • valenwood_vegan
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      Welcome to IC.

      Best thing to do if one doesn't like that sort of pvp is to vote with your feet and avoid it. Deciding to go in there to get [insert shiny] and getting ganked is working entirely as intended. There's a reason IC is quite unpopular among the playerbase at large, but years of unpopularity have not led to any changes so I wouldn't hold out much hope. I always say, don't let zos force you into doing something you don't enjoy.

      Those motifs are quite cheap on traders. Ofc there are some exclusive IC rewards, as there should be, but nothing game-changing... one has to decide if obtaining them is worth it.

      Anyway, imho dying in IC is really such a minimal issue unless you're carrying a ton of tel var around [don't do that!].
      Deaths caused by other players do not degrade your armor and do not lead to repair costs.
    • wolfie1.0.
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      ImmortalCX wrote: »
      jaws343 wrote: »
      So, what you are saying is, you paid 11 telvar to fast travel back to base. If you are not complaining about losing telvar, being attacked literally did not inconvenience you.

      repair costs

      Armor doesn't degrade in PvP :smile:

      It should, but only cost AP to repair.
    • DenverRalphy
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      I can think of countless motif styles acquired from PvE sources that are exponentially more dangerous, costly, or difficult to get than any you can find in IC.
      Edited by DenverRalphy on March 21, 2025 4:39PM
    • Marronsuisse
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      jaws343 wrote: »
      So, what you are saying is, you paid 11 telvar to fast travel back to base. If you are not complaining about losing telvar, being attacked literally did not inconvenience you.

      If I'm carrying less than 500 Tel Var and I want to go back to base I'll run face first into enemy players and jump or emote until they kill me lol. Porting in and out or going via sewers is more inconvenient than dying.

      (The problem is sometimes I don't notice how many Tel var I'm carrying and I end up paying like 5k for a port... oops.)
    • Franchise408
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      1. I don't particularly care for PVP in this game, although I do partake on occasion
      2. I especially dislike gankers who ambush defenseless PVE'ers who can't really fight back, as there is no competitive engagement in such an encounter, and is done for the specific purpose of trolling.

      I put that information up there to inform about my perspective on PVP in this game.

      And with that said, this thread describes no wrong doing. Whether I agree with ganking or not, the fact is that when in IC, you are a target to anyone and everyone of the opposing factions. Someone is well within their rights to kill you in that zone, and there is no wrong doing that has occurred.
    • Kahnak
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      Ganked in IC Sewers?

      Same.

      Welcome to IC.
      Tombstone Reads: "Forgot to get good"
    • Credible_Joe
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      1. I don't particularly care for PVP in this game, although I do partake on occasion
      2. I especially dislike gankers who ambush defenseless PVE'ers who can't really fight back, as there is no competitive engagement in such an encounter, and is done for the specific purpose of trolling.

      I put that information up there to inform about my perspective on PVP in this game.

      And with that said, this thread describes no wrong doing. Whether I agree with ganking or not, the fact is that when in IC, you are a target to anyone and everyone of the opposing factions. Someone is well within their rights to kill you in that zone, and there is no wrong doing that has occurred.

      Not to be too pedantic, but in more cases than PvEr's probably perceive, a PvP'r isn't assessing whether their opponent is there for competitive or questing / farming purposes. You see an enemy alliance indicator, it's go time, because to assume otherwise is to give a competitive opponent a huge head start in setup and mobility.

      There's a lot more leeway in Cyrodiil where certain areas make it fairly obvious that whoever's there isn't much of a fighter (Cheydinhal, Chorrol, etc). Not to mention there's no consequence to dying in Cyrodiil. But in the City, and ESPECIALLY the sewers, there's absolutely nothing to gain from pumping the brakes on fight or flight.

      There are exceptions, like campers that gank at the base exits and that use addons to get readouts on their targets setup. But unless they were right outside the door and you witness them exclusively targeting sub-20k health victims, odds are they were just running really deep and hard-line take ZERO chances with their own tel-var.
      Thank you for coming to my T E D talk
    • Orbital78
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      Also running back to your base on foot is an indicator you have been running around gathering potential Tel Var. For the most part while questing I have had my own faction troll me more than the enemy.
    • Icy_Waffles
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      Happens to the best of us (more on the pve side of things) you learn to adapt or build yourself in a way that makes navigating this easier. Invisibility potions are not the best route- personally I’ve made some really cool nightblade builds using stage four vamp that are very hard to track down as you basically have multiple ways to completely disappear and move QUICKLY away in stealth
    • Dojohoda
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      Ganked in IC? Has anyone who's been to IC not been ganked in IC? Show of hands...


      Fan of playing magblade since 2015. (PC NA)
      Might be joking in comments.
      -->(((Cyrodiil)))<--
    • Thumbless_Bot
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      ImmortalCX wrote: »
      ImmortalCX wrote: »
      <snip>
      [snip] They know that PvE people like myself need to travel through there to get out. There is that short journey from the sewer grate back to the base camp where you are vulnerable. Why can't they just have the ladder go back to the base camp?

      The moment you enter a PvP area, you are no longer a "PvE people". You then become a PvP player, and need to plan accordingly.

      They put crafting motifs behind PvP content.

      I know its PvP area, but its designed so there is a short vulnerable corridor back to the base camp. Some loser was camped there. Ganked another person too acording to the log.

      I hope it was worth the 11 tel var stones.

      Its an example of bad game design that encourages toxic play style. The only reason he was camped there was to gank vulnerable PvE people who needed to go there and get out.

      [edited to remove quote]

      Bad design is not that there is pvp in, idk, a pvp area, or that certain things are exclusively gained in pvp OR pve content. Bad design is making it so that we'll equipped pvp players can be one-shotted in pvp. I don't know if that's the case here since this person identifies as pve. However, a nb that can hit for 30k spec bow on a well equipped pvp player is certainly broken and falls into the bad design category.

      That being said, welcome to pvp. I hope you stick around. Even with the class imbalances it's a lot of fun.
    • Wereswan
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      ImmortalCX wrote: »
      I had to buy some Xivkyn motifs. I went in with a big stack of invisibility potions. Was able to reach the two vendors in different districts to buy the pieces I needed.

      Then I crawled down the sewer grate closest to DC base. I am a room away from the base, just standing there to decide which direction to turn, then I get literally one shotted.

      As one guerilla PvE player to another; stealth does not help as much as you might expect. PvP players in IC are used to dealing with that and (generally) know the counterplay. Go in when the population is low, do only what you're there to do, and get out as expeditiously as possible. At least in my experience, attempting to creep around simply slows you down, increasing the risk of running right into the danger you're attempting to avoid.

      (There are some exceptions, like attempting to place the geodes in the center of the Memorial District, where stealth is basically obligatory. You'll pick those up with practice.)

      Speaking of expeditious retreats, did you know that you can queue for a cyrodiil campaign while in IC? Now you do. Be sure your faction is not pop-locked in the campaign you're attempting to flee to join.
    • Danikat
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      Unless I have so many tel-var I don't want to lose them (which almost never happens) I will deliberately die in both IC and Cyrodiil as a quick way of getting back to my base.

      Unless you're actively playing PvP (as in you're in a fight against other players at that moment) or you have tel-var you want to keep dying in PvP doesn't matter at all, and sometimes it's annoying making your way back, so dying is genuinely the better choice.
      PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

      "Remember in this game we call life that no one said it's fair"
    • ImmortalCX
      ImmortalCX
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      ImmortalCX wrote: »
      ImmortalCX wrote: »
      <snip>
      [snip] They know that PvE people like myself need to travel through there to get out. There is that short journey from the sewer grate back to the base camp where you are vulnerable. Why can't they just have the ladder go back to the base camp?

      The moment you enter a PvP area, you are no longer a "PvE people". You then become a PvP player, and need to plan accordingly.

      They put crafting motifs behind PvP content.

      I know its PvP area, but its designed so there is a short vulnerable corridor back to the base camp. Some loser was camped there. Ganked another person too acording to the log.

      I hope it was worth the 11 tel var stones.

      Its an example of bad game design that encourages toxic play style. The only reason he was camped there was to gank vulnerable PvE people who needed to go there and get out.

      [edited to remove quote]

      Bad design is not that there is pvp in, idk, a pvp area, or that certain things are exclusively gained in pvp OR pve content. Bad design is making it so that we'll equipped pvp players can be one-shotted in pvp. I don't know if that's the case here since this person identifies as pve. However, a nb that can hit for 30k spec bow on a well equipped pvp player is certainly broken and falls into the bad design category.

      That being said, welcome to pvp. I hope you stick around. Even with the class imbalances it's a lot of fun.

      Unless something changed since I played five years ago, its not at all fun.

      A ball of people cluster together, and they gang up on stragglers. And pvp builds completely outclass pve.

      They should do something like wow, where pvp gear has a separate stats and use. Its a theorycrafting minmax hell in this kind of game. If there were < 10 pvp sets and I knew what to collect, and the upper and lower bounds of what was available could be tuned around, then it might make a good pvp game. What happens instead is that PVPers have found wild combinations of PVE gear and skills that create OP one shot builds, or unkillable tank sponges. Its not balanced, its just people who have found odd boundary conditions that break balance.

      As it is now, pvp is downstream of pve and its wildly imbalanced, requires completely different specs that are not easily switched between, and involves play that is not fun.

      It needs to have the ability to just "push a button" and instantly have my PVP spec, which involves gear which is well tuned and fair. And ability to push the same button and go back to PVE spec. The problem is that its not balanced and this attracts people who create OP builds just to snag 11 tel var from some unsuspecting PVEr trying to buy a motif.
      Edited by ImmortalCX on March 21, 2025 7:39PM
    • katanagirl1
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      So I assume you were using invisibility potions when you got killed? If I see someone from another alliance sneaking around invisible when I drop a revealing flare you bet I’m going to take them out. It’s you or them most of the time.

      You got a shortcut back to base for 11 tel var. I would count myself lucky.
      Khajiit Stamblade main
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      Dark Elf Necromancer
      Dark Elf Magden
      Khajiit Stamblade
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      PS5 NA
    • SeaGtGruff
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      If you went into a district to buy something from a vendor, if I'm not mistaken you were inside a safe area while you were in the room where the vendor is. So if you're able to successfully make it to that point, the quickest and safest way back home would be to queue for a Cyrodiil campaign without leaving the vendor's area, then as soon as you arrive in Cyrodiil you can either go to the closest wayshrine to port out of Cyrodiil, or queue back to the Imperial City and exit the sewer base. Taking a wayshrine lets you choose any known wayshrine in the zone of your choice, whereas porting back to the Imperial City and exiting the sewer base takes you back to wherever you were when you initially queued for the Imperial City.
      I've fought mudcrabs more fearsome than me!
    • Thumbless_Bot
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      ImmortalCX wrote: »
      ImmortalCX wrote: »
      ImmortalCX wrote: »
      <snip>
      [snip] They know that PvE people like myself need to travel through there to get out. There is that short journey from the sewer grate back to the base camp where you are vulnerable. Why can't they just have the ladder go back to the base camp?

      The moment you enter a PvP area, you are no longer a "PvE people". You then become a PvP player, and need to plan accordingly.

      They put crafting motifs behind PvP content.

      I know its PvP area, but its designed so there is a short vulnerable corridor back to the base camp. Some loser was camped there. Ganked another person too acording to the log.

      I hope it was worth the 11 tel var stones.

      Its an example of bad game design that encourages toxic play style. The only reason he was camped there was to gank vulnerable PvE people who needed to go there and get out.

      [edited to remove quote]

      Bad design is not that there is pvp in, idk, a pvp area, or that certain things are exclusively gained in pvp OR pve content. Bad design is making it so that we'll equipped pvp players can be one-shotted in pvp. I don't know if that's the case here since this person identifies as pve. However, a nb that can hit for 30k spec bow on a well equipped pvp player is certainly broken and falls into the bad design category.

      That being said, welcome to pvp. I hope you stick around. Even with the class imbalances it's a lot of fun.

      Unless something changed since I played five years ago, its not at all fun.

      A ball of people cluster together, and they gang up on stragglers. And pvp builds completely outclass pve.

      They should do something like wow, where pvp gear has a separate stats and use. Its a theorycrafting minmax hell in this kind of game. If there were < 10 pvp sets and I knew what to collect, and the upper and lower bounds of what was available could be tuned around, then it might make a good pvp game. What happens instead is that PVPers have found wild combinations of PVE gear and skills that create OP one shot builds, or unkillable tank sponges. Its not balanced, its just people who have found odd boundary conditions that break balance.

      As it is now, pvp is downstream of pve and its wildly imbalanced, requires completely different specs that are not easily switched between, and involves play that is not fun.

      It needs to have the ability to just "push a button" and instantly have my PVP spec, which involves gear which is well tuned and fair. And ability to push the same button and go back to PVE spec. The problem is that its not balanced and this attracts people who create OP builds just to snag 11 tel var from some unsuspecting PVEr trying to buy a motif.

      This exists. It's called the Armory system.

      Sorry it's not fun for you.

      I don't pve outside of getting stuff for pvp because imo it's every bit as toxi and even more so. I did a trial once... that's all I have to say about that.
      Edited by Thumbless_Bot on March 21, 2025 9:14PM
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