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You cannot queue for another campaign while in Imperial City...

allochthons
allochthons
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Imperial City
You cannot queue for another campaign while in Imperial City (includes sewers and districts) if you have 100+ tel var stones on your person.
I get why this change is being made, and I think it has a lot of benefit. I would request that the amount of tel var that disables travel be bumped up just a tad. To 200 or 500.
If you're farming Tel Var, or killing the Patrolling Horrors, I think this change makes a lot of sense. And you'll always end up with 100+ tel var. And the risk of returning to the base is important.

But if you're just doing a daily to get the Siege box and merit, you usually only end up with 100-200 tel var, and the risk and time required to run back through the sewers will totally negate the value of doing the quest. It'll kill a lot of casual IC players, and remove us from being easy kills for the hard core PvPers who farm us.

I think this change as it stands will greatly decrease IC participation.

(OTOH, I do the Kill 5 flame atros quest. I suppose I could switch to the burn siege, which can be done on a sneaky thief who doesn't get any tel var.)
Edited by ZOS_Icy on January 13, 2026 5:12PM
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  • Marto
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    This is a fair change. I always felt like I was kinda cheating when I used this trick to get to safety.

    I would like to see easier access to recall stones. Or some other ways to get to safety.

    Here's an idea that just came to mind: What about "recall points" scattered around the map? A portal or NPC that you have to pay tel-var to access, but instantly sends you to your faction's base.
    Edited by Marto on January 12, 2026 7:47PM
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  • allochthons
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    To give some background here.
    I'm terrible at PvP. No doubt about that. I do the IC daily quest on 1 toon, and I get ~400 tel var (200 from the siege box, 200 from just killing NPCs), 1 script, and the merit. It takes me about 5 min since I can travel to Cyr to get out. So every 50 days, I can sell a timbercrow on my guild trader.

    I get killed by others about twice a week. When that happens, I just stop, and switch to another character and continue on with my PvE zone daily stuff.

    That, to me, is an acceptable Risk to Reward balance. And I'm an easy kill to anyone who actually knows how to PvP, and that's fair.

    Removing the travel, and increasing the quest time, will make the Risk/Reward not worth it.

    That's all I mean. I'm entering PvP, I accept that risk. This 100 tel var limit will tip the balance to not worth it. But I never earn 500 tel var on that quest, so increasing the limit to that small amount, which is still under any farming or Patrolling Horror kill tel var amount, would keep me active but still accomplish what the devs want.
    [edit: typo, clarity]
    Edited by allochthons on January 12, 2026 8:05PM
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  • allochthons
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    Marto wrote: »
    Here's an idea that just came to mind: What about "recall points" scattered around the map? A portal or NPC that you have to pay tel-var to access, but instantly sends you to your faction's base.
    This would totally work for me, but it would have to be extremely cheap. I'm fine with a Net 0 tel var increase for my questing, but a tel var drain would not be. And farmers with their thousands of tel var would still have an easy, low risk out, which I think would defeat the purpose of the change.

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  • Erickson9610
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    Marto wrote: »
    Here's an idea that just came to mind: What about "recall points" scattered around the map? A portal or NPC that you have to pay tel-var to access, but instantly sends you to your faction's base.

    If the cost is 50% of your Tel Var, then it would be no different than dying to an enemy. That would be a good change for people who can't stand the thought of dying in PvP.

    Anything less than 50% would mean that people would camp the recall points during Whitestrake's Mayhem.
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  • L_Nici
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    Kinda pointless change. Just stand in a safe area, for example right after going through a door and logout. You will respawn at Spawn on login anyway. I mean in battle that makes sense, but in safe zones?
    Edited by L_Nici on January 12, 2026 8:22PM
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  • allochthons
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    @L_Nici I didn't know this.

    To clarify: if you log out while in a safe zone (outlined in blue), you log back in at the base?
    But if you log out while anywhere else, you log back in at that location (say, at Molag Bal)?

    I can work with that, and share that info with the other people I know who quest like me. Or do the sneaky thief quest. Those are reasonable. Edit: Death porting is not optimum, but okay too. A drag, but I think this change is valuable enough to do it.

    I still think bumping up the minimum to 250 - 500 is a good idea, though. A useless amount of tel var for anyone who seriously PvPs in IC, but still lets us casuals do what we've done for years.
    Edited by allochthons on January 12, 2026 8:36PM
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  • L_Nici
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    @L_Nici I didn't know this.

    To clarify: if you log out while in a safe zone (outlined in blue), you log back in at the base?
    But if you log out while anywhere else, you log back in at that location (say, at Molag Bal)?

    I can work with that, and share that info with the other people I know who quest like me. Or do the sneaky thief quest. Those are reasonable.

    I still think bumping up the minimum to 250 - 500 is a good idea, though. A useless amount of tel var for anyone who seriously PvPs in IC, but still lets us casuals do what we've done for years.

    No, I am pretty sure you always end up at spawn after logout -> login, in a safe Area its secure though to log out, so no 10 second timer, nothing can kill you on logout and so on.
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  • Hardhearted
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    L_Nici wrote: »
    No, I am pretty sure you always end up at spawn after logout -> login, in a safe Area its secure though to log out, so no 10 second timer, nothing can kill you on logout and so on.
    Logging out is an acceptable compromise to me. I did not know that you ended up at spawn upon re-login. So this works for me - so long as they don't treat logging out as a re-queue and either prevent it or take away tel var.

  • Enodoc
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    I don't really get the whole queuing thing. Queuing to another Campaign (whether IC or Cyrodiil) just seems like a cheat to get out of either zone because the Wayshrines are disabled. If they don't mind players "cheating" their way out of a PvP zone like this, then just enable the Wayshrines properly.

    Conversely, if it really is an issue, you shouldn't be able to queue to any other campaign at all (but the Retreat sigils should be much cheaper and much more available instead).
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  • ESO_player123
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    I would understand if they disable the ability to queue while in combat or set a limit to a more reasonable number (500?). As someone mentioned above, you get a 100 after doing a single daily quest. Oh well, I guess I will just suicide to the nearest pack of enemies after preloading each quest for the Mayhem (the only reason I go to IC after finishing the questline).
  • gariondavey
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    Finally! Thank you zos for doing something
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  • Markytous
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    Consider yourself lucky that there will be a 100 Tel Var lee-way at all. If I was the dev there would be NO way to queue out of Imperial City. Just the door the leave.
  • allochthons
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    L_Nici wrote: »
    No, I am pretty sure you always end up at spawn after logout -> login, in a safe Area its secure though to log out, so no 10 second timer, nothing can kill you on logout and so on.
    Yesterday I logged out just after moving from Arboretum to Arena, and was still blue. When I logged back into that character just now, I was still at that door, not down in the base. So logging out isn't a solution. I was still "safe," but it didn't address this issue. Too bad, I liked logging out as a possible solution. It would change the cadence of the quest - get quest, do quest, get safe, log out. Next day, turn in quest, go upstairs, get quest... but that's not a big deal.
    As someone mentioned above, you get a 100 after doing a single daily quest.
    To clarify, while outside the base and fighting, you get whatever tel var you earn. The siegemaster box gives you 200 tel var, and all those quest givers are in the bases. I always open that in the safety of the base, so it wouldn't be affected, no matter what happens.

    As it stands, pretty much the only thing the 100 tel var limit gives us is the ability to visit the various Armories to buy their wares and get out. Nothing else. I'm honestly curious if that was the intent, or if the 6 daily District quests were supposed to be included.

    Just for reference, Sigils of Imperial Retreat are currently 10K tel var.
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  • allochthons
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    Markytous wrote: »
    Consider yourself lucky that there will be a 100 Tel Var lee-way at all. If I was the dev there would be NO way to queue out of Imperial City. Just the door the leave.
    I get the frustration people have with being able to queue out. I've never been able to do it while in battle without dying, but I could see how a really tanky character could.

    I just think this change will probably have the unintended consequence of eliminating the casuals pretty much completely. If that IS the intention, fine. But if it's not, I think a pretty small change in 1 number would both solve the real problem but keep the casuals. I bet I help a fair number of people get their bounties filled.

    Death porting would still be an option, but I wouldn't use it. I'm fine dying to other players if I get caught, I'm fine dying to NPCs if I do something stupid or accidentally aggro Lady Malygda. I'm not fine dying (and losing what tiny amount of tel var I earn) as a required part of a quest.

    I don't mind that much if the change goes through as written, I can either park a thief there, or just stop doing IC. It's nice selling Timbercrow every two months, but I have plenty of gold.

    I do hope the devs see this and consider my suggestion.
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  • Fischblut
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    Imperial City lost lot of social appeal and interesting meetings when it became part of base game, for me.
    With this upcoming change to not being able to port out will probably make me stop going there at all :/

    I currently sometimes go there to do dailies, and it's not rare that I manage to get something like 500 tel var stones just by killing some mobs on the way and opening an occasional treasure chest. I don't want to waste time going back to district and sewers. Blood porting actually never even occurred to me - I am too proud to just go into mobs or enemy players with plan like that (not to be confused with times when I actually feel brave diving into enemy group because of adrenaline) :D
    Those Retreat Sigils are too rare and valuable to spend in most of situations.

    It's like Cyrodiil: when I go to dig a treasure map or take some skyshards, I don't want to waste time going back to shrines when I want to instantly leave this place after I'm done with my goal. I use those traveling stones only if it's during PvP event, because they are rare and valuable.

    Another bad change :'(
  • allochthons
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    There is another thread on this topic at https://forums.elderscrollsonline.com/en/discussion/687492/new-telvar-for-queueing-limit-is-too-low. I suggest we close this one down and move there.
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  • ZOS_Icy
    ZOS_Icy
    mod
    Greetings,

    With there already being a thread opened on this subject here, we're going to go ahead and close this one down.

    The Elder Scrolls Online Team
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This discussion has been closed.