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IC queueing

PeacefulAnarchy
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If you must put a restriction on queuing out of IC please put it on location(can only queue from a safe zone) rather than on the amount of telvar you have. The intent is to not let people escape when in combat, so that should solve it without making people spend a ton of time running around because they killed a few mobs.

Also, since we're talking about IC, please make all the quests possible to pick up at the ladder base rather than having to go up and down ladders 6 times.
  • LunaFlora
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    yes.
    it would be nice to still be able to easily port out of imperial city, even with 100+ Tel Var Stones.

    it could require us to simply not be in combat, ideally
    miaow! i'm Luna ( she/her ).

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  • Avran_Sylt
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    That, would be something nice. Though the "safe-zone" effect is also applied to other areas in IC, such as when exiting doors, entering/exiting sewers, traversing district gates, etc.

    It would likely be best to only allow such to occur when at protected via your respective alliance's respawn point, though that itself would be a new condition to be coded.

    But I also agree that it shouldn't even be sub-100 tel var based either, just location based as suggested, otherwise you can still use the queue to dip out on failed ganks where you're not risking anything to begin with.

    Edit: Not being in combat should also be a consideration as noted, though I don't recall if you have protections while ranged attacking from an alliance spawn location.
    Edited by Avran_Sylt on January 12, 2026 7:06PM
  • Estin
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    Getting telvar should come with risks. It's too easy to gain telvar and then just head to a district door, main or side, and queue out to bank it. Having to head through the sewers or using an imperial retreat will make the currency more valuable.

    My only gripe about this though is it will affect anyone who wants to queue for Cyrodiil if IC is dead, which it normally is. You'd either have to run back through the sewers, or stock up on imperial retreats to head back to base, bank, and then queue out. Perhaps the retreats can be easier to obtain since they're kind of tucked away in the telvar general merchant. Keep recall stones are added to mail for rewards for the worthy, so maybe these could too, as well as drop from pelinal boxes.
  • ApoAlaia
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    LunaFlora wrote: »
    yes.
    it would be nice to still be able to easily port out of imperial city, even with 100+ Tel Var Stones.

    it could require us to simply not be in combat, ideally

    I would have preferred this too, the implementation of this change seems pretty hamfisted to me.

    Not that it affects me that much, 99 times out of 100 I 'bloodport' to the sewers anyway as I pick up the 'Dousing the Fires of Industry' daily which doesn't require killing anything thus does not net tel var, but that one time that for whatever reason I end up with tel var I will miss it.

    Still, I'd rather lose half of what I am carrying than going through the chore of ladders and sewers.

    IC never had much of an appeal to me, this is just another nail in the coffin.
  • CameraBeardThePirate
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    I 100% agree that you should be able to queue from safe zones or while simply not in combat, and I say that as someone who has been pushing to ban the "get out of jail free card" people use by queueing to Cyrodiil mid fight in IC.

    @ZOS_Kevin As a clarification, if you queue for Cyrodiil in your base, then go up topside and have fights, are you able to accept the queue if you have more than 100 TelVar? Or are you barred from interacting with the queue system entirely? The former would be a bit better than the latter, as many groups use IC to wait for their long prime time Grey Host queue, and I'd hate to take that away from people just to stop the abuse of the mechanic by gankers etc.
    Edited by CameraBeardThePirate on January 12, 2026 7:21PM
  • SeaGtGruff
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    I missed this in the stream, or did you get it from the Patch Notes?

    My question is whether this will also be enforced for using the Sigil of Imperial Retreat? I have a fair number of those sitting in my inventory or storage, even though I never buy them, since they sometimes drop from Mayhem event coffers and those "trap" Tel Var chests which spawn a number of Daedra when you "use" them. Maybe I'll actually have a reason to use them now, and to try to farm them more actively?

    Aside from that, my only comment (besides heaving a sigh of unhappy resignation) is to say "Thank you so very much!" to the addon author who created the addon that lets players abuse that mechanic, and to all of the players who love to abuse it as a way to quickly port out of combat. I definitely enjoy being able to queue out of the sewers after doing a Tel Var farming run, but it's more for convenience than for trying to escape fights. All that will change for me is that I'll either have to use a Sigil of Imperial Retreat instead of queuing (unless they're changing that, too), or will just make my way back through the sewers to the base (which I've taken to doing anyway, unless I'm trying to leave IC or Cyrodiil as quickly as possible for some reason related to time, such as if the server is getting close to reset time and I still need to do something else before reset).
    I've fought mudcrabs more fearsome than me!
  • Major_Mangle
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    Probably one of the best things I've read in patch notes since the game came out. Happy to see people no longer can abuse the "get out of jail" free card with the queue.
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • coop500
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    Welp, I'm never returning to IC after this then. Time to farm it while it's still reasonable to do so.

    To those whining about 'risk', there is none for gankers and PVPers. They run around and pick on PVE players farming telvar so they don't have to do the work, and they don't have to carry any telvar with them to do this. The only ones taking the risk are the ones actually generating telvar, and now we're taking an even BIGGER risk.
    Hoping for more playable races
  • PeacefulAnarchy
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    SeaGtGruff wrote: »
    I missed this in the stream, or did you get it from the Patch Notes?.
    It's in the patch notes.
  • ApoAlaia
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    coop500 wrote: »
    Welp, I'm never returning to IC after this then. Time to farm it while it's still reasonable to do so.

    To those whining about 'risk', there is none for gankers and PVPers. They run around and pick on PVE players farming telvar so they don't have to do the work, and they don't have to carry any telvar with them to do this. The only ones taking the risk are the ones actually generating telvar, and now we're taking an even BIGGER risk.

    Sort of, but not really?

    If you are farming tel var as a 'PvE piñata' (not my words, just what I was called) you most likely will be farmed yourself while you are engaged in combat with a sweeper or w/e, and given that a competent PvP player needs at most 2GCDs to remove a number of PvE players from the screen you wouldn't really have time to port out.

    However PvP players that 'vanish' mid-encounter with other PvP players will have to tread lightly from now on.

    Ideally in IC PvE mobs and bosses should be equivalent to post-KA vet trial ones, this way the zone would not be as lopsided towards benefitting PvP players, but that's never gonna happen so... w/e really.

    As it is PvE mobs are as trivial to PvP players as PvE players themselves are, which is not quite PvPvE the way I see it.
  • CameraBeardThePirate
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    coop500 wrote: »
    Welp, I'm never returning to IC after this then. Time to farm it while it's still reasonable to do so.

    To those whining about 'risk', there is none for gankers and PVPers. They run around and pick on PVE players farming telvar so they don't have to do the work, and they don't have to carry any telvar with them to do this. The only ones taking the risk are the ones actually generating telvar, and now we're taking an even BIGGER risk.

    This change hurts gankers. Gankers are people abusing the queue more than anyone to throw themselves at players with no risk at all themselves, only to immediately teleport out once they finally get a kill.
  • coop500
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    coop500 wrote: »
    Welp, I'm never returning to IC after this then. Time to farm it while it's still reasonable to do so.

    To those whining about 'risk', there is none for gankers and PVPers. They run around and pick on PVE players farming telvar so they don't have to do the work, and they don't have to carry any telvar with them to do this. The only ones taking the risk are the ones actually generating telvar, and now we're taking an even BIGGER risk.

    This change hurts gankers. Gankers are people abusing the queue more than anyone to throw themselves at players with no risk at all themselves, only to immediately teleport out once they finally get a kill.

    They can still do the same thing now with those glyphs. So no, this doesn't hurt gankers, this hurts people just trying to get some telvar for their tank builds or some of the hardlocked cosmetics.
    Hoping for more playable races
  • CameraBeardThePirate
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    coop500 wrote: »
    coop500 wrote: »
    Welp, I'm never returning to IC after this then. Time to farm it while it's still reasonable to do so.

    To those whining about 'risk', there is none for gankers and PVPers. They run around and pick on PVE players farming telvar so they don't have to do the work, and they don't have to carry any telvar with them to do this. The only ones taking the risk are the ones actually generating telvar, and now we're taking an even BIGGER risk.

    This change hurts gankers. Gankers are people abusing the queue more than anyone to throw themselves at players with no risk at all themselves, only to immediately teleport out once they finally get a kill.

    They can still do the same thing now with those glyphs. So no, this doesn't hurt gankers, this hurts people just trying to get some telvar for their tank builds or some of the hardlocked cosmetics.

    And the glyphs pull them out of stealth, take multiple seconds to cast, and have a bright animation.

    The fact of the matter is that a ganker can no longer pick off the weakest member of a group, then port out while invisible without any sort of risk.

    If you don't want to be ganked, don't run around solo. You will 100% see fewer gankers picking off targets in a group with this change, because they will no longer be able to escape the rest of the group with all the tel var.
  • Radiate77
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    Thank. You.
  • Markytous
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  • valenwood_vegan
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    I'd rather they went with still letting us queue out of IC (or port out from safe areas, or something), but with the normal telvar loss you'd get from dying. For many who used this method, it's not about the telvar at all but more about not wanting to waste more time running around a zone they don't even want to be in. (Mainly thinking about folks who are just popping in for event tickets or an endeavor).
  • Markytous
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    I'd rather they went with still letting us queue out of IC (or port out from safe areas, or something), but with the normal telvar loss you'd get from dying. For many who used this method, it's not about the telvar at all but more about not wanting to waste more time running around a zone they don't even want to be in. (Mainly thinking about folks who are just popping in for event tickets or an endeavor).
    You know what? Thats good. Thats REALLY good. I like that.

    EDIT: It needs to surely be only available for porting out of safe areas because otherwise it will still be used to queue out of combat situations in an attempt to troll those who's intent is to play the Imperial City as intended.
    Edited by Markytous on January 13, 2026 1:38AM
  • valenwood_vegan
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    Markytous wrote: »
    I'd rather they went with still letting us queue out of IC (or port out from safe areas, or something), but with the normal telvar loss you'd get from dying. For many who used this method, it's not about the telvar at all but more about not wanting to waste more time running around a zone they don't even want to be in. (Mainly thinking about folks who are just popping in for event tickets or an endeavor).
    You know what? Thats good. Thats REALLY good. I like that.

    EDIT: It needs to surely be only available for porting out of safe areas because otherwise it will still be used to queue out of combat situations in an attempt to troll those who's intent is to play the Imperial City as intended.

    Oh for sure I totally get your point, I just think it will make IC even *more* miserable for people who aren't actually interested in the pvp / telvar aspect of it. As long as zos wants to keep sending people in there to do chores, they should give them a way to get out without wasting more of their time. It'd make perfect sense to me to allow queuing out (or have some way to port back to base) from certain safe locations, if one is willing to take the telvar loss.
  • Markytous
    Markytous
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    Markytous wrote: »
    I'd rather they went with still letting us queue out of IC (or port out from safe areas, or something), but with the normal telvar loss you'd get from dying. For many who used this method, it's not about the telvar at all but more about not wanting to waste more time running around a zone they don't even want to be in. (Mainly thinking about folks who are just popping in for event tickets or an endeavor).
    You know what? Thats good. Thats REALLY good. I like that.

    EDIT: It needs to surely be only available for porting out of safe areas because otherwise it will still be used to queue out of combat situations in an attempt to troll those who's intent is to play the Imperial City as intended.

    Oh for sure I totally get your point, I just think it will make IC even *more* miserable for people who aren't actually interested in the pvp / telvar aspect of it. As long as zos wants to keep sending people in there to do chores, they should give them a way to get out without wasting more of their time. It'd make perfect sense to me to allow queuing out (or have some way to port back to base) from certain safe locations, if one is willing to take the telvar loss.
    Hopefully the new rewards system upcoming in Seasons allows people to farm rewards in the content that they like and they can find ways of directing people who are opposed to IC's design towards things they tolerate more. This way people who absolutely love IC such as myself can unlock all my rewards/tomes/etc. strictly from IC conversely.

    One thing that may be an inevitability, though, is that during Midyear Mayhem PVP related Golden Pursuits will likely appear. During that time, I don't really find it fair for people to complain about those during these events. I don't complain when a Golden Pursuit says "Do 12 Trials"; I just don't do them. I can see the new reward tracks saving everybody headaches in the near future.
  • valenwood_vegan
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    Markytous wrote: »
    Hopefully the new rewards system upcoming in Seasons allows people to farm rewards in the content that they like and they can find ways of directing people who are opposed to IC's design towards things they tolerate more. This way people who absolutely love IC such as myself can unlock all my rewards/tomes/etc. strictly from IC conversely.

    One thing that may be an inevitability, though, is that during Midyear Mayhem PVP related Golden Pursuits will likely appear. During that time, I don't really find it fair for people to complain about those during these events. I don't complain when a Golden Pursuit says "Do 12 Trials"; I just don't do them. I can see the new reward tracks saving everybody headaches in the near future.

    Yeah lol I personally tend to just suck it up and do the content if I want the reward. Or not. I definitely hope the changes this year offer people more flexibility to focus on content that interests them and earn the rewards they want.

    Mind you, I'm not a big pvp'er personally, but I also don't intend to whine about MyM, I'm fine with it. It got me to dabble in pvp and I have some fun with it sometimes. I just wanted to make the point that the ability to queue out has been something of a "lifeline" for people who really hate IC, and I feel like this change risks alienating those players to an even greater extent.

    But I absolutely get that there's a problem here and people have been abusing the "queue out of IC" thing, and I'm happy to see them listening to feedback and attempting to solve it.

    Perhaps there's some middle ground - I mean I'd be fine with them leaving folks a quick way out of IC, with limits like safe areas / not while in combat... but maybe even having it cost more than the regular 50% telvar loss. I suppose that might upset people too, but I feel like the ones who aren't trying to abuse the system probably don't care all that much about keeping their telvar lol.

    EDIT: Just wanted to add, there may be some other ways they can make the IC experience a bit better, like allowing players to pick up all the dailies from the sewer base (instead of having to climb all the ladders).
    Edited by valenwood_vegan on January 13, 2026 2:44AM
  • dcrush
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    Not allowing to queue while in combat would be a much better solution imho. And it would work both ways - it would also prevent groups that are in combat in Cyrodiil from queuing to IC to get to a home keep faster or to just run away from a fight they’re losing.
  • thebobbyllamanub18_ESO
    I'd much rather see a time gate for accepting queues out of IC, regardless of combat status. Make it a minute, make it two, I don't care.

    But no queues period will be weaponized by trolls. Why win an actual fight when you can be so annoying the other guy has no option but to capitulate and let you take his Tel Var anyway.
  • Awbuz
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    Too many farmers are abusing this and it's good that it is finally stopped.
    If you want to save your telvars, use the stone or walk to the sewer entrance.

    Let's not talk about ego players, tping out because they might die in a fantasy game...

    This is a good change.
  • Kelinmiriel
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    I really like some of the ideas here. And the word "chore" covers exactly how I feel about having to walk back to the base.

    - Instead of restricting "queue to Cyro" by tel var, restrict it to only "safe" locations, and out of combat.
    - Please allow daily quests to be picked up without climbing up and down six ladders.

    Also, for those who think just removing the "queue to Cyro" will make IC a more fair or better experience - it won't. PvE players will feel trapped and some (just look at these two threads) will stop going entirely. PvP players will have less people to kill. So yeah, restrict the queue. IC is pretty empty already. Why not finish it off.

    Here's the another related thread.
    Event Tracker addon (PC NA/EU)
    Helps you keep track of your Event Tickets, so you don't miss any. Double XP on events is PASSIVE now!!
  • MXVIIDREAM
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    It’s been abused for years I welcome the change
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