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Bullying/Harassment and Cheating/Exploiting in Imperial City

Vajax
Vajax
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Hi everyone,

Could I please have some assistance with an issue that I experienced in Imperial City? I submitted a player report ticket but they just gave me a generic response saying that the players broke no rules and that I could appeal the decision but they do not respond to any communication. The issue was as follows:

I entered Imperial City on my Ebonheart character to get Tel Var from the wandering bosses in the districts and was fighting with other Ebonheart players doing the same thing. Shortly a few of those players changed to Daggerfall characters to kill me so that their remaining friends on Ebonheart players would get a larger percentage of the Tel Var from the boss. They never attacked their friends on the different faction. There was nothing I could do as I was outnumbered. Even if I was in stealth, their friends on Ebonheart would tell them where I was so they always knew where I was.

Therefore I changed to a Daggerfall character so that their Daggerfall characters could not attack me. Upon seeing I was on a Daggerfall character, they changed to their Aldmeri characters and continued the same behaviour. They would also revive me to allow their friends on a different faction to immediately attack me upon revival to get my Tel Var. Naturally I stopped accepting their revives after that.

They did this repeatedly across two full days and they always seemed to be there whenever I went into Imperial City across different times during those days. They clearly were doing this to take control of Imperial City to farm Tel Var and to prevent anyone else from sharing in the Tel Var. I reported this as both Cheating/Exploiting and Harassment and Bullying. I provided the full details to Zenimax including pictures and I also had videos so there was plenty of evidence. However they chose to do nothing.

Can anyone assist with this in regards to what I should do to take the report further? Thanks for your time.
  • Thumbless_Bot
    Thumbless_Bot
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    There is more than one instance of IC.

    There are also ways to farm tel var without leaving the sewers.

    You could also join and or create a large group to farm tel var.

    You have options here. None of which require other players to change their M.O.
  • Vajax
    Vajax
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    Yes we all have options to avoid other people in breach of ToS but it is not fair for players to have to go out of their way to take options just to avoid such players. It would be a different matter if it was just a group of opposing players in a different faction controlling the Imperial City as it is intended for different factions to fight and compete. It is an entirely different matter for the same group of players to change some players' factions to deliberately target people not in their friend group while their friend group reveals their locations. Cyrodiil campaigns have campaigns where you cannot change alliances for a while to prevent such behaviour.

    In any case, I am not interested in arguing this, this is meant to be a section of the forums intended to help and I was seeking answers about how to get someone from customer service to respond and investigate such as via appeals.
  • SeaGtGruff
    SeaGtGruff
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    Personally, if there were an alliance-locked campaign for Imperial City, as there is for Cyrodiil, I would choose that campaign to minimize the chance of running into this type of behaviorr. But I also don't think it would completely eliminate the problem, since the players who are engaging in this type of behavior could still coordinate with their friends in the other alliances.

    I wasn't playing ESO back when the original version of Imperial City was around-- the one where (as I understand it) players couldn't even enter Imperial City unless their alliance had claimed emperorship of Cyrodiil-- but I wonder how that original design might have impacted the gameplay in Imperial City. The way I imagine how it might have been is that the alliance that claimed emperorship would go into Imperial City, try to hunt down and clear out any players from the other alliances who were still in Imperial City, and then basically have free run of the districts and sewers, allowing those players to farm Tel Var and-- perhaps more importantly-- complete the district quests and zone storyline without having to worry as much about getting killed by enemy players, at least until the next alliance claimed emperorship and gained access to Imperial City.

    The way it is now, it seems like the original PvE aspects of Imperial City have been shoved into the backseat such that PvP is now the predominant mode. Yes, the districts and sewers were always PvP-enabled zones, but the PvE quests and storyline was were also an important part of Imperial City. Not only that, but Tel Var is not generated by PvP gameplay; it is generated by PvE gameplay. The Tel Var which players "earn" through PvP kills was not actually generated by PvP.

    Anyway, I wonder how many newer players have actually played through Imperial City's storyline after the original design was changed to favor PvP gameplay at the expense of PvE gameplay?
    Edited by SeaGtGruff on February 18, 2026 10:11AM
    I've fought mudcrabs more fearsome than me!
  • Major_Mangle
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    Not sure what platform you play on but you can find similar behaviour in NOCP IC on PCEU. There you've entire guilds who treat IC and telvar farm like a 9-5 and it's known that some of these guilds are involved in RMT (Real Money Trading) and is trading telvar (and goods you trade for telvar) for IRL money. The lenghts these people will go to prevent other people outside their circle to play in IC is insane tbh.
    You can for sure report these people for "matchfixing" or similar behaviour if you've genuine proof of shady interactions.
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • Thumbless_Bot
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    Vajax wrote: »
    Yes we all have options to avoid other people in breach of ToS but it is not fair for players to have to go out of their way to take options just to avoid such players. It would be a different matter if it was just a group of opposing players in a different faction controlling the Imperial City as it is intended for different factions to fight and compete. It is an entirely different matter for the same group of players to change some players' factions to deliberately target people not in their friend group while their friend group reveals their locations. Cyrodiil campaigns have campaigns where you cannot change alliances for a while to prevent such behaviour.

    In any case, I am not interested in arguing this, this is meant to be a section of the forums intended to help and I was seeking answers about how to get someone from customer service to respond and investigate such as via appeals.

    ToS? You said yourself zos found this to not be the case in so many words. Just because you do not like something doesnt mean it is against ToS.
  • Blood_again
    Blood_again
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    SeaGtGruff wrote: »
    I wasn't playing ESO back when the original version of Imperial City was around-- the one where (as I understand it) players couldn't even enter Imperial City unless their alliance had claimed emperorship of Cyrodiil-- but I wonder how that original design might have impacted the gameplay in Imperial City. The way I imagine how it might have been is that the alliance that claimed emperorship would go into Imperial City, try to hunt down and clear out any players from the other alliances who were still in Imperial City, and then basically have free run of the districts and sewers, allowing those players to farm Tel Var and-- perhaps more importantly-- complete the district quests and zone storyline without having to worry as much about getting killed by enemy players, at least until the next alliance claimed emperorship and gained access to Imperial City.

    Well, that old IC wasn't so heaven-like :)
    AFAIR there were no emperorship requirements. Just have your 2 of 6 emp keeps held by your alliance and you're free to enter the IC. But well, making an emperor was meant to cut two other alliances access to IC for some time, it is correct.

    Also cutting the entrance didn't mean your alliance had the whole IC for their own needs.
    Every player, ally or enemy, who had already entered IC, was free to stay and play there. Got killed? You res on IC base anyway, independently IC entrance is cut or not.
    The only advantage you got by cutting their access was: your alliance had a chance to overwelm with more players entered, theirs had not anymore.
    In that term, a few experienced gankers near the enemy side entrance in Cyro could have almost the same effect on the IC population balance. And they did :)

    Another trick with the population was the fact that IC players counted as a part of Cyro campaign population.
    As a result, too many people in IC meant less keep protection in Cyro. That was followed by the entrance cut and over a half of campaign players kept staying in IC cos "we won't get back, if we leave" :)
    So the entrance cut sometimes didn't mean the alliance minority in IC but the opposite.
    The funny times.
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