So just buy some sigils of imperial retreat. Does the same thing and they're not expensive. Just a bit of AP.
So just buy some sigils of imperial retreat. Does the same thing and they're not expensive. Just a bit of AP.
We’ll touch base with teams to get some answers.
10k telvar?


Danse_Mayhem wrote: »No way.
Disable being able to que out completely imo.
Same for cyrodil. Someone shouldn’t just be able to peace out to safety mid fight in a combat zone under any condition.
Seems fine to me, if you want to participate in PvP zone then take the PvP risks. Just exit the zone like normal instead of using cheap tricks and if you get ganked on the way then that's that.
This also should only be able to happen when in safe zones (the ones at base camps and the ones before dropping into the actual play area).ESO_player123 wrote: »Danse_Mayhem wrote: »No way.
Disable being able to que out completely imo.
Same for cyrodil. Someone shouldn’t just be able to peace out to safety mid fight in a combat zone under any condition.
We are not asking to be able to teleport mid fight. We are asking for raising slightly the amount of telvar to be able to teleport when OUT OF COMBAT. 500 will do the trick.
Said bad actors also include the farmers that queue out after Molag Bal Simulacrum with their 20-30k Tel Var haul risk-free. The change proposed and presented here on PTS fixes all issues; the queue-during-fights exploiters, the ganker-queue exploiters and the farmer-queue exploiters. This is darn-near a silver bullet at this point. Overall, a great change! I think the only things we can debate at all that is valid are the amount of Tel-Var to cut-off queue and what is considered a "Safe Zone". Ideally, Base Camps and in my opinion the 100 Tel-Var Leeway was VERY generous, even. I'm really happy that ZOS is fixing this exploit. The other exploit that needs looking at which many will also likely push back against is the Lightning Staff Tri-Focus 1shot exploit that occurs only in Imperial City.So just buy some sigils of imperial retreat. Does the same thing and they're not expensive. Just a bit of AP.
Logging out would be cheaper.
This situation reminds me of what we have to put up with in RL because there are bad actors who want to hack into accounts. Because of a small number of bad actors, we all have to put up with the inconvenience of having to jump through hoops at times to access our own accounts.
Here, because there's a small group of bad actors who queue for Cyrodiil while in combat, we'll now all have to put up with inconvenience. We're all being penalized, whether we're in IC to PvP or PvE. The game knows when we're in combat, as anyone who's been stuck in combat at a wayshrine knows. So why can't it just prevent leaving IC while in combat, just like it prevents us from porting at a wayshrine while in combat?
Seems fine to me, if you want to participate in PvP zone then take the PvP risks. Just exit the zone like normal instead of using cheap tricks and if you get ganked on the way then that's that.
... and I think its time we just allow them to fix the exploit and move on.
This also should only be able to happen when in safe zones (the ones at base camps and the ones before dropping into the actual play area).ESO_player123 wrote: »Danse_Mayhem wrote: »No way.
Disable being able to que out completely imo.
Same for cyrodil. Someone shouldn’t just be able to peace out to safety mid fight in a combat zone under any condition.
We are not asking to be able to teleport mid fight. We are asking for raising slightly the amount of telvar to be able to teleport when OUT OF COMBAT. 500 will do the trick.
No, I don't think they should. They're part of the "reward" for participating in the "risk" of the Imperial City; entering the districts and accessing them. The exception would be the absolutely profitable vaults located in the White-Gold Tower and the Imperial City Prison dungeon instances. The district vaults are already non-combat zones and are fairly close to each factions' sewer base camps. Imperial City should reward players should they decide to participate in its higher-risk PvPvE mechanics. Fixing the queue-outs without the use of Sigil of Imperial Retreat restores the initial intent of the content, essentially. Players should have to engage with IC content if they want IC rewards.ESO_player123 wrote: »This also should only be able to happen when in safe zones (the ones at base camps and the ones before dropping into the actual play area).ESO_player123 wrote: »Danse_Mayhem wrote: »No way.
Disable being able to que out completely imo.
Same for cyrodil. Someone shouldn’t just be able to peace out to safety mid fight in a combat zone under any condition.
We are not asking to be able to teleport mid fight. We are asking for raising slightly the amount of telvar to be able to teleport when OUT OF COMBAT. 500 will do the trick.
@Markytous Should the vaults count? If not, then that would negate the whole purpose of the request to increase the limit. If we are not allowed to teleport AT ALL from IC "floor", then they as well may set the limit to 0. People who want to get out quickly after doing dailies will be simply blood porting out (I know I will).
No, I don't think they should. They're part of the "reward" for participating in the "risk" of the Imperial City; entering the districts and accessing them. The exception would be the absolutely profitable vaults located in the White-Gold Tower and the Imperial City Prison dungeon instances. The district vaults are already non-combat zones and are fairly close to each factions' sewer base camps. Imperial City should reward players should they decide to participate in its higher-risk PvPvE mechanics. Fixing the queue-outs without the use of Sigil of Imperial Retreat restores the initial intent of the content, essentially. Players should have to engage with IC content if they want IC rewards.ESO_player123 wrote: »This also should only be able to happen when in safe zones (the ones at base camps and the ones before dropping into the actual play area).ESO_player123 wrote: »Danse_Mayhem wrote: »No way.
Disable being able to que out completely imo.
Same for cyrodil. Someone shouldn’t just be able to peace out to safety mid fight in a combat zone under any condition.
We are not asking to be able to teleport mid fight. We are asking for raising slightly the amount of telvar to be able to teleport when OUT OF COMBAT. 500 will do the trick.
@Markytous Should the vaults count? If not, then that would negate the whole purpose of the request to increase the limit. If we are not allowed to teleport AT ALL from IC "floor", then they as well may set the limit to 0. People who want to get out quickly after doing dailies will be simply blood porting out (I know I will).
Ganking isn't the problem in the Imperial City. This is not going to stop me from steamrolling through the IC defeating every mob, boss and player I run over. This is not going to stop me from engaging in PVP in a zone designed for PVP. If we are going to zero in on "ganking" then we should be looking into skills related to Vampire which deal crazy damage when your HP is low. I will still be farming all the mobs in the IC and attempt to defeat every player opposed to my faction that I encounter. I'm not going to stop doing this because enemy players drop less Tel Var Stones. Its a PVP zone. Players who enjoy PvPvE are going to continue to play is normally aka hit mobs and enemy players as they appear.ShadowPaladin wrote: »Perhaps it is time to take an approach from another direction and instead of focusing on *we should or we should not be able to port with X amount of telvar*, we should focus on "why the hell are players staying aways from IC or are leaving IC and only come back during events".
The answer to that is the same thing which is the reasons everyone is angry about the queue changes - *LOOSING TELVAR* !
If you cannot port chances are high that you may get killed and will loose 50% of your telvar. If you go to IC, want to play and get some Telvar along the way, you will loose it the moment you are ganked, banged, tanked and what ever ...anged. The loss of Telvar is the major reason people stay away or are leaving IC for good (except for events).
So, why not think about some possible changes which will still keep a certain degree of risk, but also minimize the risk starting from a certain point.
For example:
ZOS could make it so that a player who kills another one will only get for the 1st kill of the day 50% of the Telvar from the killed player. For the 2nd kill a player will only get 40%, 3rd will be 30%, 4th will be 20% and the 5th kill will be 10%. Until the general reset-time (where daily quests do reset) the Telvar amount to bei gained from killing a player will be limited to 10%.
If reducing the amount of Telvar gained from a kill after the 1st kill is too much, it could be changed to 5 kills per day with 50% and starting with the 6th kill decreasing by 10% with each kill, until 10% are reached.
With this two problems would be solved. 1 ) The loss of Telvar would be limited. 2 ) One of the major reasons to be ganked by other players would be gone for good, since after the 5th kill or depending on the limition applied, after the xth kill the Telvar gain would be so low that Telvar would no longer be a reason. The only reasons left would be the "I feel so great ganking up on people who don't PvP, because it gives me the feeling I am the greats of all!" and "Who has the biggest .... kill count of none PvP'ers to show off with.".
ShadowPaladin wrote: »Perhaps it is time to take an approach from another direction and instead of focusing on *we should or we should not be able to port with X amount of telvar*, we should focus on "why the hell are players staying aways from IC or are leaving IC and only come back during events".
The answer to that is the same thing which is the reasons everyone is angry about the queue changes - *LOOSING TELVAR* !
If you cannot port chances are high that you may get killed and will loose 50% of your telvar. If you go to IC, want to play and get some Telvar along the way, you will loose it the moment you are ganked, banged, tanked and what ever ...anged. The loss of Telvar is the major reason people stay away or are leaving IC for good (except for events).
Contraptions wrote: »I have to agree with this. If we're being all experimental this year, they should make a temporary "vengeance IC" campaign or something that adds back the original PVE mob amounts while disabling TV loss on death. I guarantee population and interest in IC would explode.
warm_blanket wrote: »Since @ZOS_Kevin is commenting I'll add my thoughts.
This change is a good attempt to address players dodging the risk component of farming telvar, but it has some holes.
There are reliable ways to leave IC without queuing for anything, so adjusting telvar limits won't help that much. At the same time it is nice that you can currently play in IC while waiting in a queue, and accepting it when it pops. I'd suggest a slightly different approach:
1) You cannot port out of IC while in combat
2) Porting out of IC (without using a sigil) costs half of your carried telvar, the same as dying
This leaves players able to freely enter and leave IC for any purpose without touching the intended risk/reward for farming telvar.
Also since I'm at it it would be great if we could respawn at any IC district regardless of who owns its flag.
ESO_player123 wrote: »So just buy some sigils of imperial retreat. Does the same thing and they're not expensive. Just a bit of AP.
How much is a bit? I'm pretty sure that for any player that does not PvP and goes to IC to just do the dailies (like me) it would not be feasible. I personally am not trying to protect telvar I'm getting in the process of preloading the dailies for the events. I'm trying to leave as quick as possible. So, I guess it will be blood porting via mobs from now on. There is no way I'm wasting my time by running to the base after each daily.
Oblivion_Protocol wrote: »I have a genuine question that I would like an honest answer to. Why does the prospect of getting rid of Tel Var loss upset some of you so much? It’s literally a win-win scenario. You still get your Tel Var. You still get to PvP. And casual players can farm their Tel Var without fear that their work will be deleted in seconds.
Oblivion_Protocol wrote: »I have a genuine question that I would like an honest answer to. Why does the prospect of getting rid of Tel Var loss upset some of you so much? It’s literally a win-win scenario. You still get your Tel Var. You still get to PvP. And casual players can farm their Tel Var without fear that their work will be deleted in seconds.
