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Imperial City - Disabling Cryo Queue In Combat

coop500
coop500
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This suggestion has been posed before in some of the other threads, but it's not really the focus of those threads, and I felt this solution is a happy medium for all parties involved. Thus I wanted to host a poll and discussion about it in specific, instead of getting lost in other aspects and topics.

Instead of disabling the queue to Cryodiil at a set number of telvar, simply disable it when the game considers you 'in combat'.

This will allow folks to get out without major headache (or forced into an abusable chokepoint), but without just escaping combat mid-battle. And considering how long the game likes to keep you considered 'in combat', then escape will be pretty difficult, and at that point, you probably already lost that person anyway.

I feel this is a simple happy medium, otherwise setting it at a number of telvar, there will always be someone not happy. Whether they deem it too much or too little. This would just be a pinpoint fix to repair the core issue, people escaping combat, during combat, without hurting anyone else.
Hoping for more playable races

Imperial City - Disabling Cryo Queue In Combat 27 votes

Yes, I like this idea
70%
opethmaniacBergisMacBrideLord_HevlillybitAylishVonnegut2506Tyrobagcoop500EnemorianaspartaxoxoMXVIIDREAMrobertlabrieLunaFloraAD42ESO_player123FlamesOfLifedcrushYORKSHIRE76The_Isatope8 19 votes
No, not good enough
18%
AttorneyatlawlAektannThis_0neimPDAAmy_LuLu 5 votes
Other
11%
thebobbyllamanub18_ESOSoaroravalenwood_vegan 3 votes
  • LunaFlora
    LunaFlora
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    Yes, I like this idea
    yes please.

    i thought the only reason for people calling it an exploit to queue into Cyrodiil from imperial City was,
    because people were engaging them into combat, and then queueing out.

    i just avoid combat regardless and oftentimes hide when i queue out. i am not interested and going all the way back to the Sewers spawn, takes way too long.
    i would deathport if Tel Var Stones were not lost.
    miaow! i'm Luna ( she/her ).

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  • Soarora
    Soarora
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    Other
    I thought this was already the case? I would only queue after I had run to a safe spot (usually entering the small doors between districts).

    I have two thoughts on the whole cyrodiil porting situation but no real opinion at the moment:
    - making it harder to leave makes an already limited resource (due to the PvP) even more limited
    - making it easier to leave makes the recall stones entirely useless
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
    • Current GM of Hard Dungeoneers
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  • coop500
    coop500
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    Yes, I like this idea
    Soarora wrote: »
    I thought this was already the case? I would only queue after I had run to a safe spot (usually entering the small doors between districts).

    I have two thoughts on the whole cyrodiil porting situation but no real opinion at the moment:
    - making it harder to leave makes an already limited resource (due to the PvP) even more limited
    - making it easier to leave makes the recall stones entirely useless

    That's how this whole issue started is, no, that's not the case right now on Live. People have made an addon where, with a single button press, people queue for Cryo once attacked/are losing, and that addon even auto accepts for them.
    Hoping for more playable races
  • Soarora
    Soarora
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    Other
    coop500 wrote: »
    Soarora wrote: »
    I thought this was already the case? I would only queue after I had run to a safe spot (usually entering the small doors between districts).

    I have two thoughts on the whole cyrodiil porting situation but no real opinion at the moment:
    - making it harder to leave makes an already limited resource (due to the PvP) even more limited
    - making it easier to leave makes the recall stones entirely useless

    That's how this whole issue started is, no, that's not the case right now on Live. People have made an addon where, with a single button press, people queue for Cryo once attacked/are losing, and that addon even auto accepts for them.

    Oh !
    Well then yeah that shouldn’t be allowed at minimum.
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
    • Current GM of Hard Dungeoneers
    • Tanks: Sorcerer - Necromancer - Templar
    • DPS: Frost Warden - Stamarc
    • Ex-healer
    • Dungeons: 32/32 HMs - 26/26 Tris

      View my builds!
  • Maitsukas
    Maitsukas
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    What if the player gets into combat when they already accepted entering a Cyro campaign?
    PC-EU @maitsukas

    Posting the Infinite Archive and Imperial City Weekly Vendor updates.

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  • Necrotech_Master
    Necrotech_Master
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    Maitsukas wrote: »
    What if the player gets into combat when they already accepted entering a Cyro campaign?

    i dont think thats as predictable

    if you queue and theres no poplock or wait time, it will port you almost instantly as it gives you the ready check almost immediately

    if you queue and there is poplock with a wait time, its a little unpredictable how fast that wait queue cycles, like if you queue and #20 in the waitlist, that could take anywhere from like 5-30 minutes to actually pop so unless you were in combat the entire time after setting the queue, you would be ported out unpredictably unless you didnt use anything to auto accept the queue

    even then once the queue pops for you, your ready check is only good for 60 seconds before it expires and you would have to requeue

    the issue as it is now is mostly people who queue into dead camps and get an instant ready check which is then usually auto accepted by the addon, so they can basically queue out on demand in a predictable fashion
    plays PC/NA
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  • valenwood_vegan
    valenwood_vegan
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    Beyond the "not while in combat" restriction, I would be fine with them also including a telvar loss for those who queue out, so that it can't be used as a way for people actually farming / carrying a lot of telvar to escape with their full haul, risk-free (and would maintain a use case for the sigils of retreat).
    Edited by valenwood_vegan on January 24, 2026 9:11PM
  • lillybit
    lillybit
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    Yes, I like this idea
    I definitely think 100 is much too low.

    As a PvEer I only go to IC when I'm pretty much forced to. It's never just for telvar tho it's nice to get a few extra now and then for things I can't get other ways.

    Say I go to one of the crafting areas, there's almost always NPS's to fight to get in, so that'll probably break the 100 all on its own especially during events. If that crafting area is the other side of the city to your factions entrances, that's a long way to have to make your way back after and you can't get rid of them once you've got them.

    If this change goes ahead it would be great if telvar was something you could choose to pick up or not like gold, or could opt out of.

    Ideally tho, I think only being able queue out of combat or whlle in a safe area is a fair option. If you've been queuing for a while and it pops during combat you should be allowed to accept it still, but it counts as a death. That way you don't miss your chance if you've been queuing for ages but there's a consequence too - it's not a free escape
    PS4 EU
  • thebobbyllamanub18_ESO
    Other
    My big concern with the queuing change is how it will be weaponized by griefers. If someone can keep tagging you into combat so that you can't exit through a door, they're effectively holding you hostage until someone's patience fails - and it should go without saying that griefers won't be the ones to break first.

    I would much rather see a time gate on the queue, regardless of combat status. Make it a minute, or even two. Farmers will no longer be able to disappear instantly to avoid dying; and we will also retain the option to simply leave if someone is pointlessly fighting us.
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