IC Unplayable Now

  • Attorneyatlawl
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    ADarklore wrote: »
    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.

    No, they're finally able to play the zone as designed since people can no longer exploit the queue to avoid enemies safely and be in no danger while fighting there. This is how it worked when the city was part of cyrodiil and you had to run to it rather than port in and out...
    Edited by Attorneyatlawl on March 10, 2026 11:48PM
    -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.
  • spartaxoxo
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    ADarklore wrote: »
    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.

    Yup. What will happen is that a bunch of people will get bored of it and leave. They'll hang around empty areas for a while then get bored of waiting for stuff like someone entering a loading screen. And then there will be an even smaller niche audience that farms each other. And do a LOT of PvE.
    Edited by spartaxoxo on March 11, 2026 12:24AM
  • Markytous
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    I'm noticing that now PVE caravans and small PVP groups are banding together in IC to make traversing it safer/more efficient. THIS WAS THE PURPOSE of the change. Now, players are actually engaging in the mechanics and gameplay because of the enforcement of the no-teleport out rule (that was in the game before IC went free). As a solo roaming farmer of Imperial City equipped to slay bosses and players alike, this change has already facilitated some awesome encounters for PvPvE content in the first day or so that I've enjoyed this update. People don't realize it, but IC is objectively more fun because of this change. I'm finally engaging in combat with players who know the risks and fight back together as a group against my solo brawl build instead of running away and dying before the Cyro queue pops to save them. Congratulations, community. After a long wait, Imperial City is finally back as actual content instead of an economy inflation simulator.
  • Oblivion_Protocol
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    Honestly, after engaging with the content for a bit, I’ve got to say that I find the change annoying as hell. Not porting out during fights is one thing. But literally having to run all the way to my alliance base through a certain section of the sewer that’s only accessible through two of the six districts is a pain. Imagine if you couldn’t fast-travel in this game unless you went to a specific spot in the zone, and how irritating that would be.

    I’ve said it before, and I’ll say it again. You should be able to port out if you’re not in combat. But if you are in combat, porting should be locked. Since the big issue is people leaving during fights, that’s the solution that makes the most sense. Or, if ZOS positively has to go this route, increase the limit from 100 to 1,000. It’s an amount that still takes some time to gain, it gives farmers a chance to leave with something, and people who want to stay for fights can opt in by getting more Tel Var.

    Finally, someone earlier brought up something like this, but people should have the amount of Tel Var they currently possess in big glowing display above their heads. And they should disable XP and AP gains from killing players (not from NLCs or flipping districts, though). If you want to do PvE in IC, walk around with 0 Tel Var and your odds of getting jumped would decrease by an order of magnitude.
  • Arunei
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    ApoAlaia wrote: »
    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.
    Teabagging isn't a good comparison, especially since it's considered harassment these days and is a reportable offense if you ask the person to stop and they keep doing it. Also fencing isn't a good comparison either because the point isn't to kill your opponent like it is in PvP. Why should PvP in games allow people to be awful where PvE doesn't? Why should it be acceptable to be awful to other players rather than NPCs? And I'm not saying that killing people in PvP is bad, I'm saying the idea that finding pleasure in frustrating others solely for the sake of frustrating people isn't really justifiable in 99% of situations.
    Dimorphos wrote: »
    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.
    No one is saying they expect not to be killed, and it's a bit disengenuous to boil it down to "people don't want to get killed in PvP". What people are annoyed by is IC being made better for the gankers and more restrictive for most everyone else. Maybe, just maybe, if this was such an issue with people trying to avoid combat, that should be an indication that something is wrong with the game mode? People don't want to be farmed, people don't want to do all the work for someone who just sits in a corner. If people were leaving like they were before because it was hard to get out of IC, what makes anyone think these people are going to want to come do things with it being made HARDER to leave? The only ones who'll really still be around are the ones just derping around waiting for another queue and who don't care too much about the TV.

    Also people like to say "just make a PvP build" without acknowledging that having Gear and Skills doesn't mean a person is going to be skilled in using them the second they equip those things. There's a learning curve, one that a lot of people clearly don't enjoy when constantly getting ganked makes it hard to get a hold on that curve. People who are skilled and experienced in PvP act like people should be able to just do what they do, but that's not how it works, unfortunately.
    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.
    And clearly the design of the Zone isn't all that great if people were trying to get around it in such large numbers that they had to implement something like this.
    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:
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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
    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
  • Attorneyatlawl
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    Nope @Arunei, it just means people usually take the path of least resistance (even exploits) especially when they take a risk by not doing so. This is an mmorpg truism.
    Edited by Attorneyatlawl on March 11, 2026 3:09AM
    -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.
  • Arunei
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    Nope @Arunei, it just means people usually take the path of least resistance (even exploits) especially when they take a risk by not doing so. This is an mmorpg truism.
    If it was such a big exploit then why didn't they block being able to port out after earning more than 100 TV? Cyro queues might take a while, or they might be instant, depending on the time and everything, so people can purposefully queue into a poplocked campaign before earning any TV to give themselves time to run around and collect TV, then sit somewhere and wait for the queue to pop.

    Why didn't they block being able to queue for BG when over 100 TV? Run around, get some TV, find an out of the way spot and wait for the queue to pop.

    Why didn't they block being able to queue for a Dungeon when over 100 TV? Same as above, run around, get some TV, find a quiet spot somewhere to hunker down, wait for the queue to pop.

    If it was an exploit to be able to queue for other things while in IC, why wasn't it changed that you can't enter ANY queue when over 100 TV and are removed from a Cyro queue if you hit 101+?

    Unless they're planning on making more changes, it doesn't make any sense to claim that one way of leaving was an exploit when others weren't touched.
    Edited by Arunei on March 11, 2026 4:09AM
    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
  • Vaqual
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    The hour was late when the Mer Aiciphar reached a dark passage. He was burdened with a heavy satchel of gleaming Tel Var stones, a coveted prize amongst the traders and merchants of the shattered realm. He had not taken this path in many years and thus cautiously he strode, albeit with due haste. A familiar dread was looming over him, yet joy filled his heart in equal measure. "Just a glance.", he thought to himself, peeking into his weighty purse. He smiled contently. But just in this very moment of brief distraction a shadowy figure sprang forth from the dark, casting Aiciphar the Mer down with a Heavy Attack Incap from sneak, followed by a bash-weaved barrage of foul procs.
    "Fiend!", cried Aiciphar. "Thou gankest me without provocation? Canst thou not see I mean neither harm nor hindrance? Hath thy greed for what is mine robbed thee of all sense? Wouldst thou truly stain thine hands and conscience with my blood, rather than toil honestly for thy prize?"
    The Ganker bowed down to the fading Aiciphar and responded with a calm and stern voice: "Hark, Aiciphar, Mer or Man, thou hast long eluded thy just fate. I beheld thee many a time, porting to Cyro with thine ill gotten gains. Alas, the hour has come when thy wiles shall avail thee no longer.
    I care not for thy Tel Var, for my toil is naught but to bathe mine hands in thy blood. Gank, or thou shalt be gonken." As these words were spoken Aiciphar expired, lost half of his Tel Var and logged into the forums.
    Edited by Vaqual on March 11, 2026 1:33PM
  • Thoriorz
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    AzuraFan wrote: »
    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.

    If I'm not mistaken, you can't buy any Lead that's in Treasure Maps in IC.

    Otherwise, yes, play however you want, but unfortunately that doesn't apply to many things in ESO.
    I currently want to collect all the Styles, and from the IC they cost Tel Var Stones and are bound, so you can't even buy them from other players, and to make matters worse, for one type you need to have alliance rank 20, so you have to play Cyrodiil or BG.

    Before the update that made it impossible to port from IC to Cyro when you have 100+ Tel Var, IC was somehow playable and you could farm Tel Var even if you didn't like PvP (like me), and there were some ways to slowly but surely buy what you wanted (Lead, Style, etc.), but now it's almost impossible.

    I was a little lucky because I was 400k Tel Var short of for have enough for having all the Style pages (that was two or three days before the update), and when I found out about the planned change, I started looking for someone selling Tel Var.

    Fortunately, I found someone who wasn't a scammer and was actually selling Tel Var for gold (and the exchange rate seemed okay to me, 6 gold:1 Tel Var). I made a few trades with him and got the 400k I was missing.

    Now I just do one daily quest every day for Cyro Merit, and I almost only see gankers jumping out of invisibility on every corner or waiting at the entrances to the sewers. So I can't imagine farming Tel Var right now.
    Currently, I use these players as an easy teleport because I just do my daily quest and want to get away from that *** place quickly, so it's funny for me to see these fake PvPers trying to kill me quickly, hoping that I'm a loot pinata, and I can only imagine their reaction when they get nothing.

    So personally, I'm something like an "Antiquities codex hunter." and I'd rather go to a dungeon 30 times than spend an hour trying to farm Tel Var for an IC vendor, for example.
    PCEU
  • Major_Toughness
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    The only bad thing is that you can't queue from the sewer alliance base areas.

    If that instance could have queue permissions, but going into the sewers or up the ladders to the city should cancel you your queue.
    MAKE AZUREBLIGHT GREAT AGAIN
    PC EU > You
  • xylena
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    I bet if they added an alternate Hakeijo source, IC would become way less toxic.

    But as long as it's the sole Hakeijo source, people will treat it like a job.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • AzuraFan
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    Thoriorz wrote: »
    If I'm not mistaken, you can't buy any Lead that's in Treasure Maps in IC.

    I did not mean IC treasure maps, if that's what you mean. They don't exist. But you can buy leads that are dug up from treasure maps from the IC leads vendor.
    Otherwise, yes, play however you want, but unfortunately that doesn't apply to many things in ESO.

    In this case, it should. Otherwise why do people who PvP in IC get an extra way to buy leads doing what they enjoy? Like I said in my last post, I suspect ZOS put a vendor in IC and IA to try to get more people to participate in IC and IA, but that rarely works in significant numbers.

    We need an antiquities vendor that takes multiple currencies. I can buy monster helms from the golden vendor in Cyrodiil, even though I don't PvP. The vendor takes AP and gold. That means players can earn gold doing activities they enjoy and use it to buy the helms. They don't need to PvP in Cyrodiil. That's wonderful. That's play as you want.

    We need an antiquities vendor that accepts gold, or trade bars, or writ vouchers, or transmute stones, or ideally, everything. Players stick around longer when they can do stuff they enjoy to get stuff they need.

    As for this 100 telvar change, it was the easy route. The problem was people porting out in the middle of fights. So why not fix that problem, rather than going for an easy blanket change with no consideration to the wider consequences? The easy fix has happened too often in this game, with negative consequences, yet they do it again.

    Anyway, hopefully a vendor that accepts other currencies will come along because that would be better in terms of players doing activites they enjoy. Like I said, if there wasn't a leads vendor in IC, I wouldn't have even continued to go into IC once I'd finished all the PvE activities there.
    Edited by AzuraFan on March 11, 2026 2:09PM
  • CameraBeardThePirate
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    This change was only good for gankers if you're running around solo. It's an open world PvP zone; the golden rule is safety in numbers. If you have a couple friends, this change is worse for gankers.

    Before the patch, a ganker would try to kill anyone, and if they succeeded, queue to Cyrodiil immediately to avoid dying to the target's group and get away with 100% of the TelVar.

    Now, if a ganker decides to attack someone in a group, they actually need to escape. Group up, slot a reveal/detect potion, and you'll find that gankers really aren't the issue people are making them out to be.
  • BardokRedSnow
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    Markytous wrote: »
    I'm noticing that now PVE caravans and small PVP groups are banding together in IC to make traversing it safer/more efficient. THIS WAS THE PURPOSE of the change. Now, players are actually engaging in the mechanics and gameplay because of the enforcement of the no-teleport out rule (that was in the game before IC went free). As a solo roaming farmer of Imperial City equipped to slay bosses and players alike, this change has already facilitated some awesome encounters for PvPvE content in the first day or so that I've enjoyed this update. People don't realize it, but IC is objectively more fun because of this change. I'm finally engaging in combat with players who know the risks and fight back together as a group against my solo brawl build instead of running away and dying before the Cyro queue pops to save them. Congratulations, community. After a long wait, Imperial City is finally back as actual content instead of an economy inflation simulator.

    Lol this is true, I had a duel with an EP who attacked me while I was fighting a boss, and a fellow DC was hiding, watching me 1v2 basically. After the duel went nowhere, I ran the boss to the DC watching and left.

    I fought another guy and saw that the kill log never had that guys name after the second duel and went to check up on his fight. He was a pve tank lol, which you know, he could've aggro'd the boss for me but thats ok, I killed the EP while he was distracted lol, helped the pve tank kill the boss, giant clanfear guy in elven district, then the pve tank was clinging to me like the mother barduck till I escorted him back to the sewer base.

    Much more memorable than the usual, had a lot more interaction with my faction than before. Its almost like thats the point.
    Edited by BardokRedSnow on March 11, 2026 2:54PM
  • BardokRedSnow
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    Arunei wrote: »

    Teabagging isn't a good comparison, especially since it's considered harassment these days and is a reportable offense if you ask the person to stop and they keep doing it.

    This needs to go away, not the topic at hand but had to say it as someone who came from the days when Bungie employees would get in spartan cosplay suits for Halo and tbag on stage at the video game awards shows, and now its a bannable offense.
  • Lagzee
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    Vulkunne wrote: »
    ZOS,

    First, I do want to thank you for fixing the issue with people constantly porting out. This has been a problem for a while now, and so I understand something had to be done about it. However, we have a new problem. I can tell already, its hell farming in there. Gankers are beginning to loiter over every checkpoint and boss. Its really tedious trying to farm without at a bare minimum, constantly being chased.

    I wish you guys well with IC; however, I am permanently suspending my operations there because they're everywhere, there's no getting away or even hiding from them. A better solution would have just been to stop people from porting if they were in combat. Some will read this and laugh, some will get it, others will come to their own understanding later.

    Hope some of you stocked up on Hakjeijos or got whatever you want out of IC because what we had is gone now. If IC was bad before, now it's a really terrible place in there now. I will not be going back anytime soon. Enjoy.


    You're exaggerating this issue. Or at least in my experience on PC NA, maybe you're somewhere else. If you're running a straight pve stone farming build then ya you're probably going to die a lot. But in my experience, normally pvping in IC, i have no issues with these players. And tbh im happy that people cant just infinitely run from me waiting to get qued out. It was so lame before. Now you have to actually get away, which takes a little more effort.

    There are so many ways to run away in eso. Streak, cloak, invis pots, a speed focused build, stage 4 vamp (which is probably the most broken and needs to be looked at), etc. Playing a survivable build, to not die instantly, and then be able to use a method to get away, is probably a good idea if you want to farm stones. You have to adapt when things change.

    You enjoyed being able to farm stones with no worries about losing them, being able to run away and que out when you please. Now you need to run away and hit a sigil. Maybe there is more people in IC because of this, and thats a good thing. Maybe they are focused on where people farm. I get it, but you simply need to adapt. Yes, you probably wont be able to farm stones as efficiently as you used to, but you were exploiting a system that should have never existed.
  • Remathilis
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    I lament no longer being able to PvP in Imperial City while waiting for a Cyrodiil queue. I suppose I'll now have to play in a different Cyrodiil campaign until the queue for the desired campaign pops.

    Maybe they can make it that you can still queue out of IC, at the cost of half or all your TV? Basically forfeiting your reward to avoid the risk?
  • virtus753
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    xylena wrote: »
    I bet if they added an alternate Hakeijo source, IC would become way less toxic.

    But as long as it's the sole Hakeijo source, people will treat it like a job.

    I’ve gotten 3 Hakeijo from PvEland in the past week.

    They’re rare, so not as quick or reliable to get, but they are there for those who want to avoid PvP and buying from other players.
  • CameraBeardThePirate
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    I lament no longer being able to PvP in Imperial City while waiting for a Cyrodiil queue. I suppose I'll now have to play in a different Cyrodiil campaign until the queue for the desired campaign pops.

    @Erickson9610 You can still go to IC while waiting in the Cyrodiil queue. If you join the queue before you have any TelVar, gaining TelVar will not kick you out of the queue, nor will it prevent you from accepting the queue.

    The new rule only applies to starting a new queue. Once you're in queue it functions exactly as it did before the patch.
  • React
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    I lament no longer being able to PvP in Imperial City while waiting for a Cyrodiil queue. I suppose I'll now have to play in a different Cyrodiil campaign until the queue for the desired campaign pops.

    You can still activate a queue before having 100 telvar, and when it pops you can take it regardless of how much telvar you're holding.

    I'm sure they chose this route because it was too complicated to come up with a better solution, but I do wish they'd up the limit for queueing to a thousand or so. 100 is just insanely low.

    @ReactSlower - PC/NA - 2000+ CP
    React Faster - XB/NA - 1500+ CP
    Content
    Twitch.tv/reactfaster
    Youtube.com/@ReactFaster
  • xylena
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    virtus753 wrote: »
    They’re rare, so not as quick or reliable to get
    Didn't know that, thanks. So an alternate source does exist but it's not reliable enough to pull the toxicity out of IC. If they add another reliable source, people won't feel obligated to treat their telvars like IRL cash, IC players can relax and PvP casually, so more players engage.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • wolfie1.0.
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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 :)

    I mean sure. But dont be surprised if your waiting for a very long time before you find a soul.

  • wolfie1.0.
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    I think that they should do the same for Cyrodiil. Make it so you lose half your AP when you die, oh and you lose half your leader board points. And while we are at it remove the ability to teleport to allied keeps.
  • Lekjih
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    ....Ganking is a playstyle that can be countered. If you don't want pvp to be plain and everyone on a tank, gankers will be a thing. Pvp in a city is where I would expect gankers. This sounds like it's working as they intended. Run magelight that prevents hits from stealth, it helps.
    671d played, 257 on a Warden.
    Lucent clannfear suggestion sketch on my profile
  • nightbringer1993
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    IC is even more full of trolls now. Gankers, charm exploiters, even those tank trolls.
    With that change I can tell that I will avoid IC up until some of these problems are fixed, especially warden charm. ZOS didn’t learn from last PvP event.
    PC EU
  • marcbf
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    Let me get that straight. You can no longer port from IC to Cyro and vice versa? Well, that's me not going to either place any longer unless I absolutely have to. What an asinine change.
    Edited by marcbf on March 12, 2026 12:33PM
    PC EU
  • Avran_Sylt
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    Arunei wrote: »
    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.

    Yeah but then it'll just promote faction-stacking/swapping and even more ball-groups on the current district leading faction to get upwards of +200% more Tel Var with seldom any issue. And it'll just become even more of a PvE zone.

    IC isn't alliance locked... yet.

    If ganking is expected, build to counter-gank: Sea-serpents, Zoal, more HP, and slap on a detect pot on your quickslot wheel. If you're making a PvE build with the intent on clearing enemies as fast as possible, don't expect to survive everything.

    Roll with a squad so at least that 25% is then dispersed among half of your group if you smack down the ganker. (who also can't abuse the queue system anymore to dip)
  • MincMincMinc
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    hilarious the number of people blatantly complaining that they cant exploit combat logging anymore.

    IMO if they want to keep porting for que timing they could, but to counteract the combat logging situation they should have done what any other loot drop game does and make your character remain afk in place for 15s after you leave. So if you combat port the enemy still has a chance to kill you for doing so.
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple purple/gold mats would suffice.
  • AzuraFan
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    hilarious the number of people blatantly complaining that they cant exploit combat logging anymore.

    Uh, no. People are complaining that they can't port out when there's nobody around them or they're in a safe area.
  • Vulkunne
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    hilarious the number of people blatantly complaining that they cant exploit combat logging anymore.

    IMO if they want to keep porting for que timing they could, but to counteract the combat logging situation they should have done what any other loot drop game does and make your character remain afk in place for 15s after you leave. So if you combat port the enemy still has a chance to kill you for doing so.

    Specifically, I think they should have prevented logging while you are in combat. I think its over the top to force people to walk all the way back, although very true, there are IC port stones that do a similar thing. For me, when this patch came out there was alot of confusion which ended with some unsavory results. However, a good thing that came from this patch, was I discovered an alarming co-relation between escalating ganker attacks, against me and a couple others, in the days leading up to this patch release. After some trial and error, a bit of session testing, the attacks have ceased after I changed two things:

    a) Went into Offline mode before going to IC
    b) Changed the times that I go

    I still am taking a break from things, have still suspended any serious farming to work on account maint. Got alot of those writs resource maps to collect for mats and so forth. Some other changes I need to make and more maint stuff to do. So I'm doing something for right now. But those two items I mentioned seem to be more than coincidence and so there you have it. My best guess is if a 'fellow guildie' or 'friend' knows when you're there and what alliance/name you login under and the time farming they could probably make rational, but also very reasonable conclusions about where to find you. And some are really good at doing just that, so now it's even easier for them as if it wasn't already easy enough.
    Edited by Vulkunne on March 12, 2026 4:56PM
    "Today Victory is mines. Long Live the Empire." - Grand Admiral Vulkunne
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