SerafinaWaterstar wrote: »Also, where was this suggested? Can’t find a mention.
spartaxoxo wrote: »SerafinaWaterstar wrote: »Also, where was this suggested? Can’t find a mention.
It's in the pts patch notes
Long story short, terrible change that will ruin a part of the game for me.
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.