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.
heimdall14_9 wrote: »i like this change i think it could be more Q friendly like 50% telvar cost for TP since IC was moved out of CYRODIIL free
ly being able to TP out ( something that was never ATTENDED for IC) to safety after killing someone with high amount of telvar has became the norm not the exploitable function ESO overlooked when removing IC from CYRODIIL in the 1ST place lets get it right as IC WAS NOT MADE WITH THE ATTENTION OF TPing OUT FREELY !!!!!!!! PAY 10k AP or make it to basecamp, thats the ATTENDED way of IC ... so adding TP for 50% telvar is the FAIR way to fix the EXPLOIT thats been covered up by an game FUNCTION for to long as it is
heimdall14_9 wrote: »i like this change i think it could be more Q friendly like 50% telvar cost for TP since IC was moved out of CYRODIIL free
ly being able to TP out ( something that was never ATTENDED for IC) to safety after killing someone with high amount of telvar has became the norm not the exploitable function ESO overlooked when removing IC from CYRODIIL in the 1ST place lets get it right as IC WAS NOT MADE WITH THE ATTENTION OF TPing OUT FREELY !!!!!!!! PAY 10k AP or make it to basecamp, thats the ATTENDED way of IC ... so adding TP for 50% telvar is the FAIR way to fix the EXPLOIT thats been covered up by an game FUNCTION for to long as it is
Well, my question is thusly, are they going to allow players to continue to port out of Cyrodiil?
If so, then we need to do a vibe check. Are we preventing players from porting out of IC to punish them for farming (or questing) or are we doing this to correct an issue that breaks things from either a Technical or Continuity perspective?
I think the reason for doing this has to be in the right place first.
From experience, I have seen firsthand how annoying it can be for people to just port away almost the very *instant* they get attacked. In fact, it wouldn't surprise me if some had scripts directing the game to do this for them if attacked by any player. That said, yeah, I have known about this for years, as well as a few others, back we only used to do this when absolutely necessary. But like I have always said, people will ruin a good thing and they did not disappoint.
From experience, I have seen firsthand how annoying it can be for people to just port away almost the very *instant* they get attacked. In fact, it wouldn't surprise me if some had scripts directing the game to do this for them if attacked by any player. That said, yeah, I have known about this 'portal out' trick for years, back then it was just myself and very few others, we only used to do this when absolutely necessary. But like I have always said, people will ruin a good thing and they did not disappoint.
frogthroat wrote: »1000 telvars would make more sense anyway. Who ports to Cyro to save less than 500 telvars?
I think the cap of 1000 tel var makes a lot more sense for a number of reasons.
For years my routine has been to do one IC zone quest/day, then port to Cyrodiil. A cap of less than 1000 tel var to port to Cyrodiil would make me just not go to IC daily because it will become too much hassle.
@ZOS_Kevin
spartaxoxo wrote: »Long story short, terrible change that will ruin a part of the game for me.
I made a thread in the pts forum about maybe increasing the limit and others suggested potential alternatives as well. They said they would look into giving us some answers to some questions. So let's hope it at least undergoes some adjustments prior to live.
Also, someone tested it and you'll be able to accept a queue just not make a new one. So you could still queue into Greyhost if there's a long line and then accept queue when it's ready.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.

Once again, seems like some more new players arrived to discuss this topic here, so once again, IC was not intended to be a place with easy escape. I don't want to tell the history of changes, but current queue is a bug what players tried to change for a long time, and many of them left before this change implemented. It is hard change for newbies but take it as a bugfix and this is how IC designed initially: you have to reach certain point to extract (base) and save what you gained or lose half of it.
There always was intended way to evacuate fast:
It is not very cheap, but it is cheap.
It is OK this location repels PvE players and new players, etc. It is PvP location after all, and it is high end content, like trials. As in trials, if you are bad, only good group will help you to pass it. That is why there are guilds with IC raids btw, you can starts playing IC with them.
You don't have to play IC or do quests in it just because they exist after all.
wolfie1.0. wrote: »Having gone into IC for event. I tried to follow this rule. Its a sheer pain with this limit.
SerafinaWaterstar wrote: »Also, where was this suggested? Can’t find a mention.
When was the last time you had to do a trial for event tickets? Or anything at all that requires a guild or even a group?It is OK this location repels PvE players and new players, etc. It is PvP location after all, and it is high end content, like trials. As in trials, if you are bad, only good group will help you to pass it. That is why there are guilds with IC raids btw, you can starts playing IC with them.
frogthroat wrote: »In the previous event, PVP players had to go to a PVE zone to light a candle.