ESO_player123 wrote: »Next in crown store: a new emote for flagging down a death taxi in IC.

Having a limit at all is not ideal for the design of the Imperial City, but 100 is not enough to warrant any exploitative behaviors of attempting to queue out of combat situations while holding a significant amount of Tel Var Stones (100 is basically nothing). I do not want to see exploitative behaviors return to the Imperial City! Use this:
Thank you!
Exactly. The problem is effectively solved. If you're carrying large sums of Tel Var Stones you don't deserve to queue out of combat, period.spartaxoxo wrote: »Having a limit at all is not ideal for the design of the Imperial City, but 100 is not enough to warrant any exploitative behaviors of attempting to queue out of combat situations while holding a significant amount of Tel Var Stones (100 is basically nothing). I do not want to see exploitative behaviors return to the Imperial City! Use this:
Thank you!
Anyone with a lot of Tel-Var is going to use that to protect it. Anyone with very little they don't care about isn't going to run all the way back on the long trip to the base through multiple loading screens. They're going to just death taxi. And maybe take their unrelated allies with them.
Very much doubt anyone spends 10k alliance points to save 50 Tel-Var.
Exactly. The problem is effectively solved. If you're carrying large sums of Tel Var Stones you don't deserve to queue out of combat, period.spartaxoxo wrote: »Having a limit at all is not ideal for the design of the Imperial City, but 100 is not enough to warrant any exploitative behaviors of attempting to queue out of combat situations while holding a significant amount of Tel Var Stones (100 is basically nothing). I do not want to see exploitative behaviors return to the Imperial City! Use this:
Thank you!
Anyone with a lot of Tel-Var is going to use that to protect it. Anyone with very little they don't care about isn't going to run all the way back on the long trip to the base through multiple loading screens. They're going to just death taxi. And maybe take their unrelated allies with them.
Very much doubt anyone spends 10k alliance points to save 50 Tel-Var.
I think it would be more advantageous for ZOS to give a proper tutorial to players entering types of content, especially for the Imperial City so that people understand what the design, purpose and gameplay mechanics of the content are. This will greatly reduce the miscommunication to people who think they need to just die to mobs on purpose (however I don't think we need to dampen the design philosophy of any content in any game because of people who refuse to play as intended aka purposefully die to enemies)(I also don't like the idea of "bloodporting" in Cyrodiil either and hope that goes away).spartaxoxo wrote: »Exactly. The problem is effectively solved. If you're carrying large sums of Tel Var Stones you don't deserve to queue out of combat, period.spartaxoxo wrote: »Having a limit at all is not ideal for the design of the Imperial City, but 100 is not enough to warrant any exploitative behaviors of attempting to queue out of combat situations while holding a significant amount of Tel Var Stones (100 is basically nothing). I do not want to see exploitative behaviors return to the Imperial City! Use this:
Thank you!
Anyone with a lot of Tel-Var is going to use that to protect it. Anyone with very little they don't care about isn't going to run all the way back on the long trip to the base through multiple loading screens. They're going to just death taxi. And maybe take their unrelated allies with them.
Very much doubt anyone spends 10k alliance points to save 50 Tel-Var.
This thread isn't about carrying large amounts of tel var. I actually agreed with you in the opening posts that this is a good change for that. People who are carrying a lot should not get to exit. My issue is with people who are carrying a low amount of tel var. In the game during MYM, I have gotten killed by people who running into me from my own team and dragging enemies or players behind them. Some of them were looking for help. Some were death taxing. Presumably, the ones using taxi service didn't even know about the queue.
I would very much like that not to increase.
I think it would be more advantageous for ZOS to give a proper tutorial to players entering types of content, especially for the Imperial City so that people understand what the design, purpose and gameplay mechanics of the content are. This will greatly reduce the miscommunication to people who think they need to just die to mobs on purpose (however I don't think we need to dampen the design philosophy of any content in any game because of people who refuse to play as intended aka purposefully die to enemies)(I also don't like the idea of "bloodporting" in Cyrodiil either and hope that goes away).spartaxoxo wrote: »Exactly. The problem is effectively solved. If you're carrying large sums of Tel Var Stones you don't deserve to queue out of combat, period.spartaxoxo wrote: »Having a limit at all is not ideal for the design of the Imperial City, but 100 is not enough to warrant any exploitative behaviors of attempting to queue out of combat situations while holding a significant amount of Tel Var Stones (100 is basically nothing). I do not want to see exploitative behaviors return to the Imperial City! Use this:
Thank you!
Anyone with a lot of Tel-Var is going to use that to protect it. Anyone with very little they don't care about isn't going to run all the way back on the long trip to the base through multiple loading screens. They're going to just death taxi. And maybe take their unrelated allies with them.
Very much doubt anyone spends 10k alliance points to save 50 Tel-Var.
This thread isn't about carrying large amounts of tel var. I actually agreed with you in the opening posts that this is a good change for that. People who are carrying a lot should not get to exit. My issue is with people who are carrying a low amount of tel var. In the game during MYM, I have gotten killed by people who running into me from my own team and dragging enemies or players behind them. Some of them were looking for help. Some were death taxing. Presumably, the ones using taxi service didn't even know about the queue.
I would very much like that not to increase.
acastanza_ESO wrote: »My advice would be to bump the queue out limit to 2500 Tel Var, anyone who cares about that little amount clearly needs it more than I do, but it wouldn't make leaving IC an obnoxious chore just because I needed to do one quest and maybe got a kill in the process.
I simply don't think we should have the design of the Imperial City deteriorate because people don't feel like getting back to the base camp for whatever reason. Its not fair for the people who fully embrace the PvPvE environment/design. The District Vendors are a part of the rewards of participating in the Imperial City. There are IC Dungeon Vendors which are safe however. If leaving the Imperial City is a hassle to a person, entering the Imperial City shouldn't be advised. That's just how I see it.spartaxoxo wrote: »I think it would be more advantageous for ZOS to give a proper tutorial to players entering types of content, especially for the Imperial City so that people understand what the design, purpose and gameplay mechanics of the content are. This will greatly reduce the miscommunication to people who think they need to just die to mobs on purpose (however I don't think we need to dampen the design philosophy of any content in any game because of people who refuse to play as intended aka purposefully die to enemies)(I also don't like the idea of "bloodporting" in Cyrodiil either and hope that goes away).spartaxoxo wrote: »Exactly. The problem is effectively solved. If you're carrying large sums of Tel Var Stones you don't deserve to queue out of combat, period.spartaxoxo wrote: »Having a limit at all is not ideal for the design of the Imperial City, but 100 is not enough to warrant any exploitative behaviors of attempting to queue out of combat situations while holding a significant amount of Tel Var Stones (100 is basically nothing). I do not want to see exploitative behaviors return to the Imperial City! Use this:
Thank you!
Anyone with a lot of Tel-Var is going to use that to protect it. Anyone with very little they don't care about isn't going to run all the way back on the long trip to the base through multiple loading screens. They're going to just death taxi. And maybe take their unrelated allies with them.
Very much doubt anyone spends 10k alliance points to save 50 Tel-Var.
This thread isn't about carrying large amounts of tel var. I actually agreed with you in the opening posts that this is a good change for that. People who are carrying a lot should not get to exit. My issue is with people who are carrying a low amount of tel var. In the game during MYM, I have gotten killed by people who running into me from my own team and dragging enemies or players behind them. Some of them were looking for help. Some were death taxing. Presumably, the ones using taxi service didn't even know about the queue.
I would very much like that not to increase.
People aren't bloodporting/death taxing because they don't understand the basics of the zone. They're doing so because the amount of time it would take doing nothing worthwhile is too long. It's a time saver, especially for people with low end machines who don't want to be stuck in a multiple long loading screens.
If someone has so little tel var that they don't care about dying on purpose, then they may not have even intended to gather it. You can seriously get 100 just going up to the key vaults to dump your anniversary keys.
spartaxoxo wrote: »Something like 500 Telvar would still prevent farming abuse without requiring death taxis for people who are there for non-farming purposes. I guess death taxis aren't the worst thing in the world if you don't have much Telvar to speak of anyway. But I'd kind of preferred people who were purposely trying to die wouldn't run into me on the rare occasion I'm actually playing IC.
I think thats working as intended. That 50% Tel Var you maintain is supposed to make your effort feel somewhat worth it (Just in case people don't realize that Imperial Fragments is the real treasure with the best payoff). It's not really abuse to be satisfied with half the Tel Vars you farmed. What the abuse is currently is queuing out at any risk of losing Tel Var Stones. Players who do this never had interest in doing PVP in a PVP oriented content zone and honestly shouldn't be there. Cyrodiil/Imperial City should not change for players who don't like the content/despise the players who like the content.spartaxoxo wrote: »Something like 500 Telvar would still prevent farming abuse without requiring death taxis for people who are there for non-farming purposes. I guess death taxis aren't the worst thing in the world if you don't have much Telvar to speak of anyway. But I'd kind of preferred people who were purposely trying to die wouldn't run into me on the rare occasion I'm actually playing IC.
Farm 2,000.
Run to nearest mob pack to die
Res at base
Bank 1,000.
Rinse
Repeat
I don't see how it solves farming abuse?!
Edit: Also, what's to stop someone just getting to a safe area through a door and logging out?
spartaxoxo wrote: »Something like 500 Telvar would still prevent farming abuse without requiring death taxis for people who are there for non-farming purposes. I guess death taxis aren't the worst thing in the world if you don't have much Telvar to speak of anyway. But I'd kind of preferred people who were purposely trying to die wouldn't run into me on the rare occasion I'm actually playing IC.
Farm 2,000.
Run to nearest mob pack to die
Res at base
Bank 1,000.
Rinse
Repeat
I don't see how it solves farming abuse?!
Edit: Also, what's to stop someone just getting to a safe area through a door and logging out?
spartaxoxo wrote: »The issue is some people were using the queue to avoid losing Tel-Var while actively in combat. There was even add-ons for it.
spartaxoxo wrote: »The issue is some people were using the queue to avoid losing Tel-Var while actively in combat. There was even add-ons for it.
Then why not simply disable queuing while in combat? Why put it on the amount of Tel Var?
spartaxoxo wrote: »But, the devs themselves already decided to tie to Telvar. So, I'm just trying to work within that parameter.
SummersetCitizen wrote: »As a casual PvP player, this change will largely keep me out of IC unless it becomes absolutely necessary to go there.
spartaxoxo wrote:They should just make it out of combat in any safe zone
It sounds like after I've earned 100+ telvar from killing skeevers, I'll have no convenient way out. I'll have to go all the way back to my alliance base when I want to do something else.

valenwood_vegan wrote: »A good compromise could be if players could still queue out (or have some option to port out) while in safe areas, but would suffer a telvar loss by choosing that option.
Ishtarknows wrote: »What about when you get knocked outside the map by a sewer boss and get stuck? TPing to Cyrodiil has been the only way I've found to counteract this.
CameraBeardThePirate wrote: »Ishtarknows wrote: »What about when you get knocked outside the map by a sewer boss and get stuck? TPing to Cyrodiil has been the only way I've found to counteract this.
There is a /stuck command.