IC Unplayable Now

  • Radiate77
    Radiate77
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    coop500 wrote: »
    Radiate77 wrote: »
    coop500 wrote: »
    Radiate77 wrote: »
    Varana wrote: »
    As things stand now, this change killed the "risk and reward" gameplay some people are blathering on about completely.

    Because there's only a "risk" if you're carrying TV. If you're not, there's no risk involved. You may die, but who cares about that.

    Again, you should only be able to get as many TV as you're carrying yourself. Want to nick 3k from someone else? Carry those 3k around with you.

    This isn’t a terrible idea.
    Your gains from a player being capped by your carried Tel Var.

    So let’s say you bomb 3 people, you’re carrying 3,000, you kill one player, you get 3,000 and then Vicious Death procs and you can then gain another 6,000 from both players who died to Vicious Death.

    Would do wonders to reign in single target ganking, as the playstyle would still exist, you would just need to be smarter about it.

    I suggested this for years but people usually hate on it. But I agree that it's the only way to make it truly risk vs reward and for fairness.

    If people had an effect around them incrementally based on how much Tel Var they carried, a ganker could make an entire minigame out of it. 😂

    Not talking about a visual effect, I mean the part in which players should only be able to take based on what they're carrying (cap it at whatever you're carrying and/or use the already existing multiplier system.)

    AKA encourage gankers to also have to risk their stones if they want to rob people. I don't really care what hairsplitting way it's done, just SOMETHING.

    Yeah, if they did that, it should also be apparent who has what. Why take the risk with your own tel var if you could be taking someone down with only 100 on them.

    We’re talking balance right? This has to go both ways.
    Edited by Radiate77 on March 10, 2026 3:07AM
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  • Hapexamendios
    Hapexamendios
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    Anyone else hear the dirge?
  • Attorneyatlawl
    Attorneyatlawl
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    coop500 wrote: »
    Radiate77 wrote: »
    coop500 wrote: »
    Radiate77 wrote: »
    Varana wrote: »
    As things stand now, this change killed the "risk and reward" gameplay some people are blathering on about completely.

    Because there's only a "risk" if you're carrying TV. If you're not, there's no risk involved. You may die, but who cares about that.

    Again, you should only be able to get as many TV as you're carrying yourself. Want to nick 3k from someone else? Carry those 3k around with you.

    This isn’t a terrible idea.
    Your gains from a player being capped by your carried Tel Var.

    So let’s say you bomb 3 people, you’re carrying 3,000, you kill one player, you get 3,000 and then Vicious Death procs and you can then gain another 6,000 from both players who died to Vicious Death.

    Would do wonders to reign in single target ganking, as the playstyle would still exist, you would just need to be smarter about it.

    I suggested this for years but people usually hate on it. But I agree that it's the only way to make it truly risk vs reward and for fairness.

    If people had an effect around them incrementally based on how much Tel Var they carried, a ganker could make an entire minigame out of it. 😂

    Not talking about a visual effect, I mean the part in which players should only be able to take based on what they're carrying (cap it at whatever you're carrying and/or use the already existing multiplier system.)

    AKA encourage gankers to also have to risk their stones if they want to rob people. I don't really care what hairsplitting way it's done, just SOMETHING.

    There is risk... They still have to get back to their base. This is a long overdue change that will reinvigorate pvp in the imperial city, at least. It was never meant as a free pve farm zone.
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • Vulkunne
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    coop500 wrote: »
    Radiate77 wrote: »
    coop500 wrote: »
    Radiate77 wrote: »
    Varana wrote: »
    As things stand now, this change killed the "risk and reward" gameplay some people are blathering on about completely.

    Because there's only a "risk" if you're carrying TV. If you're not, there's no risk involved. You may die, but who cares about that.

    Again, you should only be able to get as many TV as you're carrying yourself. Want to nick 3k from someone else? Carry those 3k around with you.

    This isn’t a terrible idea.
    Your gains from a player being capped by your carried Tel Var.

    So let’s say you bomb 3 people, you’re carrying 3,000, you kill one player, you get 3,000 and then Vicious Death procs and you can then gain another 6,000 from both players who died to Vicious Death.

    Would do wonders to reign in single target ganking, as the playstyle would still exist, you would just need to be smarter about it.

    I suggested this for years but people usually hate on it. But I agree that it's the only way to make it truly risk vs reward and for fairness.

    If people had an effect around them incrementally based on how much Tel Var they carried, a ganker could make an entire minigame out of it. 😂

    Not talking about a visual effect, I mean the part in which players should only be able to take based on what they're carrying (cap it at whatever you're carrying and/or use the already existing multiplier system.)

    AKA encourage gankers to also have to risk their stones if they want to rob people. I don't really care what hairsplitting way it's done, just SOMETHING.

    There is risk... They still have to get back to their base. This is a long overdue change that will reinvigorate pvp in the imperial city, at least. It was never meant as a free pve farm zone.

    I keep seeing people talking about IC being like a free pve farming zone. Have seen this a couple times. But it's never been a 'free' farming spot. Not sure where you guys are getting that. People could still be attacked and taken out, you just had to be quick about it.
    Edited by Vulkunne on March 10, 2026 2:59PM
    "Today Victory is mines. Long Live the Empire." - Grand Admiral Vulkunne
  • blktauna
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    There is risk... They still have to get back to their base. This is a long overdue change that will reinvigorate pvp in the imperial city, at least. It was never meant as a free pve farm zone.

    lol you're are really funny. Reinvigorate does not mean what you think it does in this instance.
    Edited by blktauna on March 10, 2026 5:02AM
    PCNA
    PCEU
  • coop500
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    Yeah all this change is gonna do is kill the zone even more lol. Maybe not at first, you'll have a honeymoon of curbstomping folks who aren't aware of the change and are like 'oh crap' but once people get tired of the insanely unbalanced disaster, they're just never returning.
    Hoping for more playable races
  • Oblivion_Protocol
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    Whelp, sounds like it’s time to jump back on my ganker and enjoy early farm season. It’s not as good as doing it during Whitestrake’s, but it’s better than nothing.
    Edited by Oblivion_Protocol on March 10, 2026 4:52AM
  • CatalinaWineMixer2
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    Their greed for more Tel Var will have them playing alone soon. We all know who they are. At a minimum, picking up Tel Var should be optional. That won't solve this problem, however.
  • BardokRedSnow
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    One of the best changes this patch has brought, finally the people who abused the hell out of this mechanic has to PvP again. Good change, hope it stays. Use the intended methods to get out (aka walk back or use a sigil). It´s a PvP zone not a free telvar farm zone. Lock in :)

    Amen lol I cant believe people snitching on themselves so openly like this xD made some good telvar today catching people slipping
  • Arunei
    Arunei
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    coop500 wrote: »
    Radiate77 wrote: »
    coop500 wrote: »
    Radiate77 wrote: »
    Varana wrote: »
    As things stand now, this change killed the "risk and reward" gameplay some people are blathering on about completely.

    Because there's only a "risk" if you're carrying TV. If you're not, there's no risk involved. You may die, but who cares about that.

    Again, you should only be able to get as many TV as you're carrying yourself. Want to nick 3k from someone else? Carry those 3k around with you.

    This isn’t a terrible idea.
    Your gains from a player being capped by your carried Tel Var.

    So let’s say you bomb 3 people, you’re carrying 3,000, you kill one player, you get 3,000 and then Vicious Death procs and you can then gain another 6,000 from both players who died to Vicious Death.

    Would do wonders to reign in single target ganking, as the playstyle would still exist, you would just need to be smarter about it.

    I suggested this for years but people usually hate on it. But I agree that it's the only way to make it truly risk vs reward and for fairness.

    If people had an effect around them incrementally based on how much Tel Var they carried, a ganker could make an entire minigame out of it. 😂

    Not talking about a visual effect, I mean the part in which players should only be able to take based on what they're carrying (cap it at whatever you're carrying and/or use the already existing multiplier system.)

    AKA encourage gankers to also have to risk their stones if they want to rob people. I don't really care what hairsplitting way it's done, just SOMETHING.

    There is risk... They still have to get back to their base. This is a long overdue change that will reinvigorate pvp in the imperial city, at least. It was never meant as a free pve farm zone.
    Where are you guys getting the "free" part from? Were people able to go into IC and get TV by just standing around doing nothing? No, they had to go out and actually do things, engage with the content, kill mobs and the like. It was never "free" farming, because the people farming were killing stuff and finding Chests and such. In fact, ironically gankers and bombers are the ones doing free farming, if anything. They let others do all the actual farming and then blast them into the stratosphere with little to no chance of retaliation.

    How exactly do you see this change as causing anyone to want to come into IC who isn't doing the ganking? If people trying to leave IC before losing half the TV they'd been farming for a couple of hours was THIS much of a problem, MAYBE that should tell people that very few people find it fun to lose that much progress?

    Do you know what would ACTUALLY bring people back to IC? If they didn't lose hours' worth of work to people who don't want to do it themselves. I guarantee you that if people lost 15-20% max from death to other players, they'd be more inclined to do stuff there. But when people are punished for actually engaging with the content while the people who just sit around waiting to nuke them get rewarded, and then it gets made HARDER to avoid losing the stuff you worked that long for? Yeah nah, that's going to only drive more people away.
    Edited by Arunei on March 10, 2026 5:54AM
    PC-NA | Been around since closed beta

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

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    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
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    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
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  • method__01
    method__01
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    fair would be to carry same or more tel vars when attacking,so if some1 wants my fe 5k stones he/she should
    carry same amount to be able to get 2,500
    Edited by method__01 on March 10, 2026 7:02AM
    PC EU/NA /// PS4 EU/NA

    Vasanha
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    desperately need a survey assistant
  • ApoAlaia
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    In my experience with PvP if one is in a PvP zone one is the content; one is there to provide entertainment for other players.

    Whether one partakes willingly or unwillingly is immaterial. One's frustration will be just as entertaining (to others) as one's enjoyment.

    Look at the experience through that lens and is likely to make more sense.
  • Taarente
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    Those folks who wanted this change might find things tougher. Now you have to feed off each other rather than people just doing the dailies for a few rocks and merits.
  • Arunei
    Arunei
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    ApoAlaia wrote: »
    In my experience with PvP if one is in a PvP zone one is the content; one is there to provide entertainment for other players.

    Whether one partakes willingly or unwillingly is immaterial. One's frustration will be just as entertaining (to others) as one's enjoyment.

    Look at the experience through that lens and is likely to make more sense.
    ...I'm not sure this is a uh...healthy way of looking at PvP. Very few people, I'd wager, go in with the expectation of being OTHER peoples' entertainment, they go in because either they enjoy the challenge of fighting people rather than NPCs, or because there are things they want that they can't earn outside of PvP.

    Finding amusement in frustrating other players is also not really the best look. I mean it's one thing if the person you're trying to annoy is themselves a jerk or really rude or something, but if it's people who just want to get quests done, or earn enough to get some mats or a title or a Costume or something, or they're minding their own business fishing...taking pleasure and amusement from upsetting other people isn't really a good thing. In fact, people who do that are usually called trolls.

    And it makes even LESS sense to me to view PvP in this light.
    Edited by Arunei on March 10, 2026 9:56AM
    PC-NA | Been around since closed beta

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • Lapin_Logic
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    The fix is stupid, The cry-bullies raging over their one shot teleporting gank build failing to steal half of my piddly 1001 Tel Var.

    And if it's not that then it's a "Fight" between your alliance ally and an enemy faction member or 3.... Only for the ally to disengage from combat /Lute while the "Enemy" focus you.

    IC went from Troll den to total cess pit. the ONLY thing I like it for is fast enlightenment burning and the occasional thrill of a genuine group v group fight for a district.
  • ApoAlaia
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    Arunei wrote: »
    ApoAlaia wrote: »
    In my experience with PvP if one is in a PvP zone one is the content; one is there to provide entertainment for other players.

    Whether one partakes willingly or unwillingly is immaterial. One's frustration will be just as entertaining (to others) as one's enjoyment.

    Look at the experience through that lens and is likely to make more sense.
    ...I'm not sure this is a uh...healthy way of looking at PvP. Very few people, I'd wager, go in with the expectation of being OTHER peoples' entertainment, they go in because either they enjoy the challenge of fighting people rather than NPCs, or because there are things they want that they can't earn outside of PvP.

    Finding amusement in frustrating other players is also not really the best look. I mean it's one thing if the person you're trying to annoy is themselves a jerk or really rude or something, but if it's people who just want to get quests done, or earn enough to get some mats or a title or a Costume or something, or they're minding their own business fishing...taking pleasure and amusement from upsetting other people isn't really a good thing. In fact, people who do that are usually called trolls.

    And it makes even LESS sense to me to view PvP in this light.

    PvP is license to behave in a manner that would be unacceptable outside the game. Whether is the best look or not is a matter of perspective.

    To bring up a dead horse for further castigation as an example, in fencing it would be quite frowned upon if one would tackle a defeated opponent to the ground then proceed to dangle one's privates over their face repeatedly. This however is perfectly acceptable in PvP. Is it a good look? The answer lies in the eye of the beholder.

    In a PvP enabled zone other players are the main source of entertainment (the content); if willing and able this comes in the form of thrill and challenge, if unwilling or unable well, they are in a PvP zone so... anything else they can provide will have to do.

    Is it healthy? again, depends on the perspective. Is not something I particularly enjoy but that says more about me than it does about PvP itself.

    Regardless, even if one can make no sense of PvP one can still partake of the second favourite activity in PvP. In my opinion It is a lot more accessible than actual player confrontation 'in the field'. Players of all levels of aptitude and skill can equally participate.

    One can come to the forums and complain that one has been defeated in a manner one does not approve of and request swift remediation from the development team.

    After participating in these forums for more than a decade it would seem to me that each player has a very narrow definition of what constitutes acceptable means of defeat; anything and everything outside those parameters demands immediate attention.

  • Rogue_Coyote
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    Congratulations on ruining yet another pvp zone. These changes aren't going to make new people come try IC. But thats the end game anyway, right? Destroy pvp and focus on pve, the money maker.
  • Roztlin45
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    That should have never been touched. "Can't get it right" strikes again. IC = borked!
  • Dimorphos
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    But, it is a PVP zone.. You should always expect that people are there to kill other players. Sounds about right doesn't it?

    I have noticed that too commonly people join cyrodiil or imperial city without having any idea about PVP and gear or builds you should use to be able to withstand it all. Then they start complaining how it is "unplayable" and how they are being ganked all the time. How about you first learn a thing or two about PVP. Stop wearing weak gear, have some resistances, join groups.. It is l2p issue most of the time.

    Same as those who keeps on complaining about bomber builds, are the ones who always hug flags in a tight knit group or otherwise do not understand how poor choice it is in PVP to remain too grouped. It has never been a good tactic in games or in real life. Start wearing some armor, keep your shields and hots up, use block and be ready to roll dodge and be ready for action always. You don't have to hug other people on flags to be able to capture it, the area is actually quite wide. Learn all that and suddenly you don't have to complain about bomber builds. I love bombers just because they are there to show your own ridiculous mistakes.
  • Munkfist
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    This is a very welcome change. Gankers should be trivial if you're set up to actually PVP. Their risk vs reward is giving up survivability for upfront damage. Survive the first hit and you can kill most with ease. At worst you have a decent fight.

    It seems a lot of people go in with PVE setups and expect a fighting chance against players, this has never really worked out well.

    Bombing is also easily avoided by slightly distancing yourself from others, especially those not prepared to PVP.

    I play all three playstyles in IC, ganking, bombing, and all-out brawling, with brawling practically negating the first two.

    Go in set up for PVP, and you'll have a much better experience.
    @Munkfist PC-NA
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  • BardokRedSnow
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    IC is supposed to be a warzone not a safe space. Hope Zos keeps the change, clearly queueing out of ic to save your currency wasnt intended. If they bring any change though counter to this one, they could make queueing out of cyro in IC cost half your telvar same as a port stone, but really that defeats the purpose of those entirely.

    Idk up to them but exploits like that to escape pvping in a pvp zone should indeed be removed. There is such a thing as too much convenience in a game.
  • Divine1976
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    It will make a dead zone even more dead.

    People porting out of fights was never an issue I really noticed. I'd rather fight people who want to fight anyway
  • Vulkunne
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    Today was a bit better. Product made it thru today lol. I feel like a drug dealer. There was still quite a bit of fighting, I think they just didn't notice me. I also kept moving, no more rotating the same area. Also turned 'Online Mode' to 'Offline Mode' before going in. IC kind of reminds me of Alien Isolation now. Anyone ever played that game lol? It's something else. Interesting how the gankers always showed up about 5/10 minutes after I began my ops in IC.

    Compared to last couple of days, but especially yesterday, today it was quiet. I like quiet. *Shrugs*
    Edited by Vulkunne on March 10, 2026 1:50PM
    "Today Victory is mines. Long Live the Empire." - Grand Admiral Vulkunne
  • Dojohoda
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    Next week: Ganker2 watches ganker1 gank the only farmer, then ganker2 ganks ganker1, then ganker3 ganks ganker2 and then ganker4 ...
    Fan of playing magblade since 2015. (PC NA)
    Might be joking in comments.
    -->(((Cyrodiil)))<--
  • CameraBeardThePirate
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    Arunei wrote: »
    Arunei wrote: »
    Sigil of Imperial Retreat?
    Cost 10k TV apiece and are one-time use. I think you can get them from Chests? But it's not anywhere near a reliable means of getting them. Can you still buy them in Cyro? Did a bit of poking around online and it seems you could (can?) get them for 20k AP. But that requires someone do stuff in Cyro, and earning 10k minimum TV to be able to afford getting one kinda relies on not getting ganked repeatedly and losing big chunks of your TV on the way back to base.

    They do not and have never cost 10k TelVar. They cost 10k AP. They have always cost AP.
    Huh, I saw TV somewhere and my brain must have swapped the terms lol. I'm surprised no one has corrected me before this.

    Tho I'm not entirely sure that's much better. 10k AP is a LOT easier to gain than 10k TV, no doubt, but it requires a different kind of PvP that people may not be interested in if there's nothing for AP they find appealing. Plus it's not just 10k once and then you're good, it's 10k AP any time you want a Sigil to be able to vacate the premises.

    What I don't get is if you can still queue to Cyro sub 100 TV and not get kicked after reaching 100+, or queue into a Dungeon or BG even if over 100 TV...what's the point of this change? Even if the Dungeon queue takes a while to pop, if you have a large number of TV all you need to do is sit in an out of the way corner while you wait it out. Cyro queue could potentially pop before you have more TV than you want but you can always just go back into IC, store what you earned, queue into Cyro, rinse and repeat.

    Unless the above is wrong and you can't actually port out if you have 100+ TV even if the game lets you queue?

    The point is to prevent people from having an easy escape out of combat on demand. Queueing to an empty Cyrodiil campaign is almost instant (takes about 5 seconds or less with an addon). Before this change, people would see another player and instantly queue out, completely nullifying the entire point of the zone.

    They left in the ability to queue before you get the TelVar so that people can still use IC as a waiting room. If you're queued for Grey Host or a BG you have no idea when it will pop so it can't be used as a reliable escape.
    Edited by CameraBeardThePirate on March 10, 2026 2:06PM
  • AzuraFan
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    Munkfist wrote: »
    This is a very welcome change. Gankers should be trivial if you're set up to actually PVP. Their risk vs reward is giving up survivability for upfront damage. Survive the first hit and you can kill most with ease. At worst you have a decent fight.

    It seems a lot of people go in with PVE setups and expect a fighting chance against players, this has never really worked out well.

    I only go into IC to putter around the sewers or do some dailies, so that I can get some telvar to buy antiquities leads. If the leads vendor in IC didn't exist, I'd have no reason to go into IC. But for some reason, people who PvP in IC (or like the IA) have an easy way to get leads. The rest of us have to grind against punishing RNG. So if you're a pure PvE'er and you need one of the really difficult leads to get, you'd like the chance to buy it, rather than having to dig up 2000 treasure maps or run the same dungeon 500 times. It's not my fault that ZOS has given IC PvPers an easy way to get leads, but not me, so take it up with ZOS that people are going into the zone in PvE setups who have zero interest in PvP. It's their design.

    Before, when I'd had enough of puttering around, I could just port out of the zone. Now, because I can get a piddly 100 telvar by sneezing upon entry into the zone, I would have to spend time walking back to base and being taken down by gankers. Of course, I won't be doing that. I've been killed in the zone before and fair game, but not because I'm being forced to walk past a bunch of gankers. I was killed because I ran into someone as I was puttering around, which was fair game. So I had a chance of getting out with all my hard-earned telvar. Now I'd have no chance. So I won't be going into IC anymore. It wouldn't be a good use of my time.

    Anyway, because of this change, I'd like to know if ZOS is going to introduce another leads vendor, maybe one that takes all currencies, or if people who PvP in IC have an extra way to get leads easily, but the rest of us don't. If the new leadership is steering the ship more towards "play as you want", and it seems that they are with some positive changes already in this direction, then the leads vendors need to be revisited because they're limited to only two activities in the game right now. Activities that frankly a large part of the playerbase ignores.

    I suspect the vendors were put into those locations to encourage more participation in these activities, but that's 1990s design thinking and thankfully the current leadership seems to live in 2026. So I'm really hoping they take another look at this, especially since this change in IC is now actively discouraging people from going into the zone. It's a big middle finger to a large part of the playerbase to make this change when one of the leads vendors only takes telvar.
    Edited by AzuraFan on March 10, 2026 2:11PM
  • RaikaNA
    RaikaNA
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    I never found any problems with people porting out. There could be so many reasons why... Whether it be a family emergency or a bathroom emergency.. or people just waiting in the Q for GH.With this now being disabled, and you still lose telvar from being killed by other players... There is just no point in being there because the only ones that are getting the telvars are gankers and bombers.

    I hope one day ZOS will make IC great again because right now it's gosh awful.
  • Markytous
    Markytous
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    Its working fine on my machine. Also I just traveled from one end of the sewers to the next bagging 30,000 Tel Var Stones. No idea what everyone is afraid of. Oh yeah, I also 1v3'd a group. Its a PVP zone. Don't like it? Cloudrest is that way.
  • Attorneyatlawl
    Attorneyatlawl
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    Markytous wrote: »
    Its working fine on my machine. Also I just traveled from one end of the sewers to the next bagging 30,000 Tel Var Stones. No idea what everyone is afraid of. Oh yeah, I also 1v3'd a group. Its a PVP zone. Don't like it? Cloudrest is that way.

    Sounds like effort. :tongue: No can do! /s

    Imperial City is a pvp zone. One should not be able to go there, free farm loot pinata pve mobs, and port out instantly if they're about to be attacked in a pvp zone. It's the design of the zone to have to get back to base using a sigil or by fighting your way back.
    Edited by Attorneyatlawl on March 10, 2026 11:41PM
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • ADarklore
    ADarklore
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    I don't PVP, but my experience with these type of changes, is that initially people will jump in and try to make other player's lives h*ll... but then will eventually get bored and move on to something else. This is all new, and people are obviously taking advantage of it.
    CP: 2078 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
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