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.
Ishtarknows wrote: »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.
That works in combat?
spartaxoxo wrote: »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.
2500 would be too much because then you've killed multiple bosses. I think the total should be low enough that anyone killing bosses or engaging in serious pvp can't port. But it also should be high enough that you won't get it by accident doing basically nothing.
gariondavey wrote: »I have spent a ton of time in ic over the years. I love the zone, and I like the change zos is putting in for this.
I would be ok with 500 tel var as the limit instead of the proposed 100, but more than 500 goes beyond "1 ic daily quest" levels of leniency, which I believe is kind of the point here.
Alphawolf01A wrote: »Out of curiosity, how would this even work during double telvar events?
valenwood_vegan wrote: »Hey @ZOS_Kevin @ZOS_JessicaFolsom - since we're getting more back and forth with you guys and the devs during this PTS, I just wondered if zos might have anything to say on this issue?
I'm just curious to hear the thinking behind this change and whether there might be consideration of an alternative that would reduce the friction for players in terms of leaving IC, while still preventing abuse in terms of farming telvar and escaping from combat.
I realize it's probably not as pressing as a lot of other issues, but I do worry it will increase player frustration with IC and reduce interest in the zone even *more*. To make this complaint into a specific example, the other day I was working on fishing in IC and had to kill some NPC's that were spawning near some of the fishing locations - this pushed me up over 100 telvar.
The zone was totally dead at this time, I never even saw another player, so my only option to leave the zone at that point under the new system would have been to walk all the way back to base, or to walk around in circles looking for a wandering boss or actual player who would kill me for a blood port (my character is a bit strong to be killed easily by the regular NPC's), or to use a fairly expensive sigil of retreat, which I'd rather save for times when I actually have telvar to protect (and which many inexperienced players might not even have on them). It's not really compelling gameplay to have to find a workaround like sacrificing yourself to monsters just to leave a zone.
In some cases like this, it's not even about the telvar or wanting to avoid pvp - I just finished what I'm doing and I want out!
We did follow up in another thread with an update. Posting the quoted response below.Hi all, wanted to follow up in this thread on some fixes coming in the next few weeks for PTS.
We are currently aware of the issues with the Transmutation cap increased. We have a fix that should be coming in with PTS 2 on Tuesday.
valenwood_vegan wrote: »Hey @ZOS_Kevin @ZOS_JessicaFolsom - since we're getting more back and forth with you guys and the devs during this PTS, I just wondered if zos might have anything to say on this issue?
I'm just curious to hear the thinking behind this change and whether there might be consideration of an alternative that would reduce the friction for players in terms of leaving IC, while still preventing abuse in terms of farming telvar and escaping from combat.
I realize it's probably not as pressing as a lot of other issues, but I do worry it will increase player frustration with IC and reduce interest in the zone even *more*. To make this complaint into a specific example, the other day I was working on fishing in IC and had to kill some NPC's that were spawning near some of the fishing locations - this pushed me up over 100 telvar.
The zone was totally dead at this time, I never even saw another player, so my only option to leave the zone at that point under the new system would have been to walk all the way back to base, or to walk around in circles looking for a wandering boss or actual player who would kill me for a blood port (my character is a bit strong to be killed easily by the regular NPC's), or to use a fairly expensive sigil of retreat, which I'd rather save for times when I actually have telvar to protect (and which many inexperienced players might not even have on them). It's not really compelling gameplay to have to find a workaround like sacrificing yourself to monsters just to leave a zone.
In some cases like this, it's not even about the telvar or wanting to avoid pvp - I just finished what I'm doing and I want out!
We’ll touch base with teams to get some answers.
I would be VERY happy for a simple 'no porting during combat' honestly, so defo seconding that here as another option.
Ishtarknows wrote: »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.
That works in combat?
I would be VERY happy for a simple 'no porting during combat' honestly, so defo seconding that here as another option.
Contraptions wrote: »
- Killing district boss drops special key that unlocks a randomly spawning trapdoor/hatch back to base useable by anyone. When hatch is unlocked lights and sounds and icon appears on map, creating potential conflict.
- Capturing and flipping the flag creates a mage portal usable by your alliance to return to base. Highly desirable! High chance of attracting fights!
- Kill a bunch of daedra and capture a daedric rift that leads back to base, spawns anywhere but requires a short channel animation to use, leaving you vulnerable for a while.
- Sewer entrances have multiple random spawn points and can be used by anyone anytime but have a short cooldown after someone uses it.
- etc. etc.
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.
It always was here and meant to be used for convenient way out. Cyrodiil queue just broke this mechanic, it should be addressed long ago, and I am glad it is finally fixed. Amount of Tel Var can be adjusted in the future, 100 is too small imo.
I would be VERY happy for a simple 'no porting during combat' honestly, so defo seconding that here as another option.