IC Unplayable Now

  • Arunei
    Arunei
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    Markytous wrote: »
    Markytous wrote: »
    Enjoy the content that you like and let players who enjoy the brutal nature of Imperial City (the way it was initially designed) enjoy it.

    Yeah, that's pretty much what I said I was going to do, and explained why. As for seeing more people since the patch, if you say so. I don't think anyone was avoiding the zone because it wasn't PVP enough or they didn't understand that was the purpose of it, so I don't see any reason why people would be drawn in now. Anyway.

    If you want the zone populated, as has historically been the complaint about the PVP zones, it needs to be more enjoyable for different playstyles. The sewer gauntlet run is annoying when you're forced to do it, but probably wouldn't be bad as its own thing for its own sake. I wouldn't know, I just associate it with the drudgery of trying to exit the zone after I've already grown tired of playing. They could give people more options for exiting, like doors you pay Tel Var to use, or more options for dropping off Tel Var, like a smuggler who takes a cut. People have already suggested making the recall stones more easily obtained. The zone can become less burdenson without making it less PVP-oriented.
    Its definitely more attractive to people who don't like exploits this update because literally the only thing thats changed is that you cannot cheat/exploit with queueouts during combat or imminent danger without a Sigil of Imperial Retreat. Its not a good hill to die on that the sky is falling because you cannot cheat/exploit anymore. Imperial City has increased in players since the update. Its an objective fact as of right now and could fall off at any time; as of now groups are running around again. People can cope about the reason why the population has increased, saying that its not because the exploit was removed, but that is the only change that has occurred in the content. Coping that people like exploits and come to games/content because the game lets them cheat is self-serving and disingenuous. The community at large, I believe, aren't a bunch of exploiters/cheaters. They're gamers who want to play grounded, diverse gameplay spaces with choices on how to play. If they want a more hardcore experience, Imperial City is there for them. Otherwise, there is an abundance of options outside of the Imperial City that are less daunting/consume less time commitment.

    "I can't cheat the system anymore so Imperial City should not exist at all. Forget the people who enjoyed it for what it was since the beginning!" You were never forced to play Imperial City. If its not for you, play something else.

    EDIT: I don't know a single game or game community that says things like "This game is good because of the hackers/cheaters in it".
    1) You keep claiming it was an exploit that people could queue for Cyro and port from IC. Except you can still do that. Go into IC, queue into whatever campaign has high bars or is poplocked while under 100 TV, do IC till the queue pops, leave. Did the queue pop too fast? Go back into IC, dump your TV, rinse and repeat.

    Or better yet, run around until you get the TV you want and then queue for a Random Daily Dungeon with a friend who's playing tank (or just mark yourself as a tank) and get a near instant port out. You can queue for BG too, because both of those queues aren't blocked even if you have more than 100 TV. BG queue would probably take longer so you could theoretically queue for that and then run around, and leave once the queue pops, same with queuing for a Dungeon if you aren't a tank. And again, if it pops too soon, just go back in and do it all over again.

    If porting out immediately was considered an exploit, if porting out at all was considered an exploit, why are various ways to still do both still available? Also you keeping acting like everyone who did it was cheating; it clearly wasn't a cheat if they've coded it to work the way it does currently. Aka there still being ways to port out (again pretty much guaranteed immediately if you queue as a tank for a Random Daily Dungeon.

    2) You claim there's evidence that the change has made IC more populated. Where is that proof? Unless you have actual solid objective numbers having increased, you cannot claim there is evidence. There's a difference between THINKING something is true because of your own experiences and KNOWING it's true because there are actual official stats to back it up.

    You feeling you're seeing more people does not necessarily mean the change has actually brought back a substantial number of players who are consistently playing in IC now. It just means there might be a handful of people who are coming to see how the changes feel/work. The real test of whether this ACTUALLY encourages more people to be in the Zone will be if in a couple of months there are continued consistent increased numbers.
    Edited by Arunei on March 17, 2026 5:48PM
    PC-NA | Been around since closed beta

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  • LennaTheRussian
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    New tactic unlocked! Just queue for the other IC campaign. It works the same as before, doesn't matter how much tel var you have. Seems like an oversight so expect it to be fixed soon.

    W find! Makes IC so much less tedious.
  • Markytous
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    Arunei wrote: »
    Markytous wrote: »
    Markytous wrote: »
    Enjoy the content that you like and let players who enjoy the brutal nature of Imperial City (the way it was initially designed) enjoy it.

    Yeah, that's pretty much what I said I was going to do, and explained why. As for seeing more people since the patch, if you say so. I don't think anyone was avoiding the zone because it wasn't PVP enough or they didn't understand that was the purpose of it, so I don't see any reason why people would be drawn in now. Anyway.

    If you want the zone populated, as has historically been the complaint about the PVP zones, it needs to be more enjoyable for different playstyles. The sewer gauntlet run is annoying when you're forced to do it, but probably wouldn't be bad as its own thing for its own sake. I wouldn't know, I just associate it with the drudgery of trying to exit the zone after I've already grown tired of playing. They could give people more options for exiting, like doors you pay Tel Var to use, or more options for dropping off Tel Var, like a smuggler who takes a cut. People have already suggested making the recall stones more easily obtained. The zone can become less burdenson without making it less PVP-oriented.
    Its definitely more attractive to people who don't like exploits this update because literally the only thing thats changed is that you cannot cheat/exploit with queueouts during combat or imminent danger without a Sigil of Imperial Retreat. Its not a good hill to die on that the sky is falling because you cannot cheat/exploit anymore. Imperial City has increased in players since the update. Its an objective fact as of right now and could fall off at any time; as of now groups are running around again. People can cope about the reason why the population has increased, saying that its not because the exploit was removed, but that is the only change that has occurred in the content. Coping that people like exploits and come to games/content because the game lets them cheat is self-serving and disingenuous. The community at large, I believe, aren't a bunch of exploiters/cheaters. They're gamers who want to play grounded, diverse gameplay spaces with choices on how to play. If they want a more hardcore experience, Imperial City is there for them. Otherwise, there is an abundance of options outside of the Imperial City that are less daunting/consume less time commitment.

    "I can't cheat the system anymore so Imperial City should not exist at all. Forget the people who enjoyed it for what it was since the beginning!" You were never forced to play Imperial City. If its not for you, play something else.

    EDIT: I don't know a single game or game community that says things like "This game is good because of the hackers/cheaters in it".
    1) You keep claiming it was an exploit that people could queue for Cyro and port from IC. Except you can still do that. Go into IC, queue into whatever campaign has high bars or is poplocked while under 100 TV, do IC till the queue pops, leave. Did the queue pop too fast? Go back into IC, dump your TV, rinse and repeat.

    Or better yet, run around until you get the TV you want and then queue for a Random Daily Dungeon with a friend who's playing tank (or just mark yourself as a tank) and get a near instant port out. You can queue for BG too, because both of those queues aren't blocked even if you have more than 100 TV. BG queue would probably take longer so you could theoretically queue for that and then run around, and leave once the queue pops, same with queuing for a Dungeon if you aren't a tank. And again, if it pops too soon, just go back in and do it all over again.

    If porting out immediately was considered an exploit, if porting out at all was considered an exploit, why are various ways to still do both still available? Also you keeping acting like everyone who did it was cheating; it clearly wasn't a cheat if they've coded it to work the way it does currently. Aka there still being ways to port out (again pretty much guaranteed immediately if you queue as a tank for a Random Daily Dungeon.

    2) You claim there's evidence that the change has made IC more populated. Where is that proof? Unless you have actual solid objective numbers having increased, you cannot claim there is evidence. There's a difference between THINKING something is true because of your own experiences and KNOWING it's true because there are actual official stats to back it up.

    You feeling you're seeing more people does not necessarily mean the change has actually brought back a substantial number of players who are consistently playing in IC now. It just means there might be a handful of people who are coming to see how the changes feel/work. The real test of whether this ACTUALLY encourages more people to be in the Zone will be if in a couple of months there are continued consistent increased numbers.
    I only speak about population because people keep saying that Imperial City "is going to die". The truth that everybody knows is that its population has never been "substantial" outside of Midyear Mayhem (where it actually does garner large amounts of players). Fixing exploits should never consider population; bugs and exploits, if abused, in many cases result in a suspensions or ban.

    Since Sigil of Imperial Retreat exists, it invalidates any claims that queuing out to cash in your Tel Var was intended by ZOS. I've said this before; since this exploit is being fixed by ZOS, it means proactively that it is not intended. Having to go through menus and "tricking" the system to get you to avoid intended gameplay mechanics is not a playstyle; it is an exploit. Exploits must be fixed to maintain the integrity of the gameplay. So many games are plagued with hackers, especially in the First-Person Shooter market. The notoriety of hacking and how it damages the authenticity of the experience hinders these games from getting overwhelming praise by game communities. Its unfair for the people who play the game as intended (in this case, for people who use Sigils of Imperial Retreat). You should not be saying to people who use Sigils or are satisfied with leaving Imperial City through Sewer Base Camp that they are suckers. They are playing Imperial City as intended.

    Last point. Imperial City is NOT a very big Public Dungeon. Everyone who is upset the exploit is being fixed sets up this strawman idea that Imperial City is inaccessible (The thread's title is Imperial City is Unplayable for goodness' sake) where its so difficult to traverse in and out of it. This is not the case. Districts connect each Sewer Base Camp delineated by 2 sewer drains per Faction Base Camp. This does not take even 2 minutes to navigate. If you weren't going to spend 2 minutes to navigate Imperial City and if 2 minutes is all you can spare, perhaps maybe Imperial City is not for you. The inconvenience is being wildly exaggerated for the sake of defending an exploit that guilds/discords have been using to dominate the in-game economy. Not to mention the Sigil of Imperial Retreat, which, if you had any desire to stick around and play Imperial City, would be of abundance in your inventory already. You can use ANY Faction Base Camp, regardless of Faction, to exit the Imperial City. This strawman fallacy needs to stop.

    If you don't like the Imperial City but are forcing yourself to farm it because you and your mates get rich off of it through exploiting, perhaps consider the damage that you've done to not only your personal gaming experience but to others (the in-game economy at large).
    Edited by Markytous on March 17, 2026 6:35PM
  • LittleLionLeone
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    The current pvp meta makes IC unplayable. Even pro pvp players get one shot by stealth gankers sometimes. There is nothing fun or engaging about trying to farm tel var or do your dailies and then die in 2 nano seconds to a cloaked ganker.

    Also no, IC is not a pvp zone. It's a pvpve zone. It's arguably the worst place to do pvp in anyway.

    If it was an exploit then ZOS would have called it that in the patch notes. They only made the change because people complained about not being able to farm pve players for their own ego's and clips. The guilds will not suffer at all with the change. They all cross team anyway and go in large ballgroups.

  • Markytous
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    The current pvp meta makes IC unplayable. Even pro pvp players get one shot by stealth gankers sometimes. There is nothing fun or engaging about trying to farm tel var or do your dailies and then die in 2 nano seconds to a cloaked ganker.

    Also no, IC is not a pvp zone. It's a pvpve zone. It's arguably the worst place to do pvp in anyway.

    If it was an exploit then ZOS would have called it that in the patch notes. They only made the change because people complained about not being able to farm pve players for their own ego's and clips. The guilds will not suffer at all with the change. They all cross team anyway and go in large ballgroups.
    No evidence to support the claim that it was because of farmed PVE players at all. Sigil of Imperial Retreat existing invalidates any claim like that. Imperial City being a PvPvE zone does mean it technically inherits the PVP tag. It's a part of Cyrodiil which is also a PvPvE zone which inherits the PVP tag.

    Alright cool so, since guilds won't suffer, fixing the exploit should be fine. They're playing the game as intended grouping up in Imperial City and reducing risks for farming it. The Imperial City's core gameplay mechanics don't need to be destroyed just because of grumblings of the ESO PVP metagame state. Instead of asking ZOS to re-implement exploits, you should be asking ZOS to take a look at gank builds that upset you. My only suggestion is that you only target specifically gank builds (15k HP Vampire Blood for Blood spam builds that are extremely squishy and get countered by Detect Pots/Low HP Vicious Death bomb builds designed to break zergs) and not expand/stretch your definition of "ganker" to "whoever beats me in PVP".

    There are a myriad of ways to deal with cloak/hidden players in PVP which includes employing the Sentry Set, but I don't think anybody in this thread is looking to improve themselves in their PVP game is the problem. If they were, vying for an exploit would not be on the bingo card.

    EDIT: Losing in a video game should be an event horizon to improve your knowledge/skill to rise up to a challenge. It shouldn't push you to advocate for exploits/cheats, especially in an online environment. Don't pass up an opportunity to improve as a player and exercise integrity by playing by the game's intended mechanics. Growth is so important and mastery can be attained if you just gave yourself a moment and encouraged yourself to rise up to the challenge. Imperial City is not for the feint of heart, but you're brave and I know you're capable of greatness.
    Edited by Markytous on March 17, 2026 7:13PM
  • spartaxoxo
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    If ZOS considered it an bug or exploit, they would have been banning for it, would have noted it in the patch notes, and wouldn't still let you do it under 100 Tel-Var.

    They changed it because porting out mid combat was unfair and problematic to the health of the game mode.

    There's clearly legit use cases like when you're not in combat and don't have any real Tel-Var to speak of too. There's no other reason to have a limit.
    Edited by spartaxoxo on March 17, 2026 7:52PM
  • Markytous
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    spartaxoxo wrote: »
    If ZOS considered it an bug or exploit, they would have been banning for it, would have noted it in the patch notes, and wouldn't still let you do it under 100 Tel-Var.

    They changed it because porting out mid combat was unfair and problematic to the health of the game mode.

    There's clearly legit use cases like when you're not in combat and don't have any real Tel-Var to speak of too. There's no other reason to have a limit.
    Then why "IC is Unplayable" now? The 100 Tel-Var limit is working fine. Why the outrage? Obviously, queuing out with large sums of Tel Var was an exploit both farmers and "gankers" were using which sidesteps in-game mechanics. The arguments are running very thin, now. I'm glad we who actually play the game understand that queuing out during combat was a harmful exploit in the game. Limiting queue is the only way to make sure that items such as the Sigil of Imperial Retreat remain valuable, unless you would like to advocate for losing 1/2 of your Tel Var when you queue out. Don't dare suggest that the Sigil of Imperial Retreat be removed, as that is directly stepping on the intended mechanics set in place by the developers as to how the content is to be played. I have my grievances with how Keep Recall Stones in Cyrodiil are trivialized by players just purposefully dying to guards. That's what we call "anti-gaming" where refusing to play the game actually incurs a boon to the player who is refusing to interact with the game. This is why the steps towards fixing this issue in IC are in the right direction.

    As for the claims to inconveniences, again, IC isn't that big regardless of the Sigils.
    Edited by Markytous on March 17, 2026 8:09PM
  • spartaxoxo
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    The 100 Tel-Var limit is not working fine. It does not serve a purpose. Almost none of the complaints have been about queuing out during combat which pretty much everyone in the thread agreed needed to go.
    Edited by spartaxoxo on March 17, 2026 8:12PM
  • Markytous
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    spartaxoxo wrote: »
    The 100 Tel-Var limit is not working fine. It does not serve a purpose. Almost none of the complaints have been about queuing out during combat which pretty much everyone in the thread agreed needed to go.
    The 100 Tel-Var limit is preventing people from queuing out during combat :)

    EDIT: Unfortunately people are still queuing out with tons of Tel-Var because you can still queue to the other IC Campaign so go farm until they fix the exploit in the next hotfix.
    Edited by Markytous on March 17, 2026 8:13PM
  • spartaxoxo
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    Markytous wrote: »
    spartaxoxo wrote: »
    The 100 Tel-Var limit is not working fine. It does not serve a purpose. Almost none of the complaints have been about queuing out during combat which pretty much everyone in the thread agreed needed to go.
    The 100 Tel-Var limit is preventing people from queuing out during combat :)

    EDIT: Unfortunately people are still queuing out with tons of Tel-Var because you can still queue to the other IC Campaign so go farm until they fix the exploit in the next hotfix.

    They could have disabled porting out entirely but instead they put a limit. This made it so the most common sense for reason for doing a limit is not fulfilled and left it open to others leaving through alternate methods.

    Objectively, the limit is not working well. If they wanted to disable queueing entirely they should have just done that. And if the purpose of the 100 Tel-Var is to provide wriggle room for things like going to a vault or forgetting to grab the quest, it is too low to serve that purpose.
    Edited by spartaxoxo on March 17, 2026 8:22PM
  • ESO_player123
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    Markytous wrote: »
    spartaxoxo wrote: »
    The 100 Tel-Var limit is not working fine. It does not serve a purpose. Almost none of the complaints have been about queuing out during combat which pretty much everyone in the thread agreed needed to go.
    The 100 Tel-Var limit is preventing people from queuing out during combat :)

    EDIT: Unfortunately people are still queuing out with tons of Tel-Var because you can still queue to the other IC Campaign so go farm until they fix the exploit in the next hotfix.

    Then why not check that you are in combat before allowing to teleport without attaching a number of TV to it? Such checks are clearly possible since you cannot mount in combat or cannot change gear in combat. Why are we not allowed to teleport then when we are NOT in combat (if the goal, as you say, to prevent teleporting in combat).

    I'd rather they do two things:
    1. Check for combat. If in combat, no teleport. Period.
    2. Allow teleporting while not in combat with a loss of half of telvar (same as suiciding to a mob and spawning at the base with half TV).

    This was proposed ad nauseam on PTS but was completely ignored.
  • Markytous
    Markytous
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    Markytous wrote: »
    spartaxoxo wrote: »
    The 100 Tel-Var limit is not working fine. It does not serve a purpose. Almost none of the complaints have been about queuing out during combat which pretty much everyone in the thread agreed needed to go.
    The 100 Tel-Var limit is preventing people from queuing out during combat :)

    EDIT: Unfortunately people are still queuing out with tons of Tel-Var because you can still queue to the other IC Campaign so go farm until they fix the exploit in the next hotfix.

    Then why not check that you are in combat before allowing to teleport without attaching a number of TV to it? Such checks are clearly possible since you cannot mount in combat or cannot change gear in combat. Why are we not allowed to teleport then when we are NOT in combat (if the goal, as you say, to prevent teleporting in combat).

    I'd rather they do two things:
    1. Check for combat. If in combat, no teleport. Period.
    2. Allow teleporting while not in combat with a loss of half of telvar (same as suiciding to a mob and spawning at the base with half TV).

    This was proposed ad nauseam on PTS but was completely ignored.
    You shouldn't be able to queue out holding loads of Tel Var unless you use a Sigil of Imperial Retreat.

    EDIT: I can get behind those changes.
    Edited by Markytous on March 17, 2026 8:30PM
  • ESO_player123
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    Markytous wrote: »
    Markytous wrote: »
    spartaxoxo wrote: »
    The 100 Tel-Var limit is not working fine. It does not serve a purpose. Almost none of the complaints have been about queuing out during combat which pretty much everyone in the thread agreed needed to go.
    The 100 Tel-Var limit is preventing people from queuing out during combat :)

    EDIT: Unfortunately people are still queuing out with tons of Tel-Var because you can still queue to the other IC Campaign so go farm until they fix the exploit in the next hotfix.

    Then why not check that you are in combat before allowing to teleport without attaching a number of TV to it? Such checks are clearly possible since you cannot mount in combat or cannot change gear in combat. Why are we not allowed to teleport then when we are NOT in combat (if the goal, as you say, to prevent teleporting in combat).

    I'd rather they do two things:
    1. Check for combat. If in combat, no teleport. Period.
    2. Allow teleporting while not in combat with a loss of half of telvar (same as suiciding to a mob and spawning at the base with half TV).

    This was proposed ad nauseam on PTS but was completely ignored.
    You shouldn't be able to queue out holding loads of Tel Var unless you use a Sigil of Imperial Retreat.

    EDIT: I can get behind those changes.

    Yet you can suicide to the mob, spawn at the base (with loss of 1/2 TV), bank the telvar there, and be on your merry way. I've never used a Sigil of Imperial Retreat since I started playing 6 year ago, and that is exactly what happens when you die to a mob now.

    Edit: why not expand this mechanic to teleporing while not in combat?
    Edited by ESO_player123 on March 17, 2026 8:35PM
  • Markytous
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    Markytous wrote: »
    Markytous wrote: »
    spartaxoxo wrote: »
    The 100 Tel-Var limit is not working fine. It does not serve a purpose. Almost none of the complaints have been about queuing out during combat which pretty much everyone in the thread agreed needed to go.
    The 100 Tel-Var limit is preventing people from queuing out during combat :)

    EDIT: Unfortunately people are still queuing out with tons of Tel-Var because you can still queue to the other IC Campaign so go farm until they fix the exploit in the next hotfix.

    Then why not check that you are in combat before allowing to teleport without attaching a number of TV to it? Such checks are clearly possible since you cannot mount in combat or cannot change gear in combat. Why are we not allowed to teleport then when we are NOT in combat (if the goal, as you say, to prevent teleporting in combat).

    I'd rather they do two things:
    1. Check for combat. If in combat, no teleport. Period.
    2. Allow teleporting while not in combat with a loss of half of telvar (same as suiciding to a mob and spawning at the base with half TV).

    This was proposed ad nauseam on PTS but was completely ignored.
    You shouldn't be able to queue out holding loads of Tel Var unless you use a Sigil of Imperial Retreat.

    EDIT: I can get behind those changes.

    Yet you can suicide to the mob, spawn at the base (with loss of 1/2 TV), bank the telvar there, and be on your merry way. I've never used a Sigil of Imperial Retreat since I started playing 6 year ago, and that is exactly what happens when you die to a mob now.

    Edit: why not expand this mechanic to teleporing while not in combat?
    Sigils of Imperial Retreat is what I stand up for. They should maintain to have a purpose and a value in our gameplay in the Imperial City. I agree with your proposals and my sole purpose for contributing is to make certain that no loopholes can be abused by bad actors who refuse to interact with PvPvE gameplay mechanics of Imperial City for personal selfish exploit-abuse in order to cash in its many rewards. Incurring the 1/2 Tel-Var Stone loss when queuing out to mirror the same act as dying is a decent solution.
  • ESO_player123
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    Markytous wrote: »
    Markytous wrote: »
    Markytous wrote: »
    spartaxoxo wrote: »
    The 100 Tel-Var limit is not working fine. It does not serve a purpose. Almost none of the complaints have been about queuing out during combat which pretty much everyone in the thread agreed needed to go.
    The 100 Tel-Var limit is preventing people from queuing out during combat :)

    EDIT: Unfortunately people are still queuing out with tons of Tel-Var because you can still queue to the other IC Campaign so go farm until they fix the exploit in the next hotfix.

    Then why not check that you are in combat before allowing to teleport without attaching a number of TV to it? Such checks are clearly possible since you cannot mount in combat or cannot change gear in combat. Why are we not allowed to teleport then when we are NOT in combat (if the goal, as you say, to prevent teleporting in combat).

    I'd rather they do two things:
    1. Check for combat. If in combat, no teleport. Period.
    2. Allow teleporting while not in combat with a loss of half of telvar (same as suiciding to a mob and spawning at the base with half TV).

    This was proposed ad nauseam on PTS but was completely ignored.
    You shouldn't be able to queue out holding loads of Tel Var unless you use a Sigil of Imperial Retreat.

    EDIT: I can get behind those changes.

    Yet you can suicide to the mob, spawn at the base (with loss of 1/2 TV), bank the telvar there, and be on your merry way. I've never used a Sigil of Imperial Retreat since I started playing 6 year ago, and that is exactly what happens when you die to a mob now.

    Edit: why not expand this mechanic to teleporing while not in combat?
    Sigils of Imperial Retreat is what I stand up for. They should maintain to have a purpose and a value in our gameplay in the Imperial City. I agree with your proposals and my sole purpose for contributing is to make certain that no loopholes can be abused by bad actors who refuse to interact with PvPvE gameplay mechanics of Imperial City for personal selfish exploit-abuse in order to cash in its many rewards. Incurring the 1/2 Tel-Var Stone loss when queuing out to mirror the same act as dying is a decent solution.

    So, the question that was asked on PTS numerous times remains. Why did they chose such a weird way to patch this. Why 100 TV? Where does this number come from?

    And also why did they not go with the mechanics that are already in the game (namely, checking if the player is in combat and taking half of TV as payment). Kevin did comment on the thread that asked those questions and offered a proposal like the one I mentioned (and most posters on that thread, PvPers included, agreed that this would be a better solution).
    Edited by ESO_player123 on March 17, 2026 9:49PM
  • BergisMacBride
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    So, the question that was asked on PTS numerous times remains. Why did they chose such a weird way to patch this. Why 100 TV? Where does this number come from?

    And also why did they not go with the mechanics that are already in the game (namely, checking if the player is in combat and taking half of TV as payment). Kevin did comment on the thread that asked those questions and offered a proposal like the one I mentioned (and most posters on that thread, PvPers included, agreed that this would be a better solution).

    As I recall, there were at least 3 threads on PTS forums regarding this fix. Kevin replied to one early on and said he was going to check with the team to explain their reasoning/thoughts. ZOS then went into radio silence on the issue like they have traditionally done with PTS issues in the past.

    Most like me in that thread were advocating for the anytime port when out of combat at 50% TV cost, but apparently it fell on deaf ears.

    I’m glad the IC regular folks got their fix. I just wish they had done it in a different manner. 100 limit is a joke. If you’re going to do that just set the value to 1 or disable it anywhere except when in the base.

    For my purposes and rare time there, if things don’t change I’ll just death port. 🤷‍♂️
  • heimdall14_9
    heimdall14_9
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    with the telvar limit being only on que to pvp campaigns not ALL ques the limit means NOTHING to stop what makes traveling out of IC unadented by default taking the risk/award nature out of pvpve game play the ONLY fair way to fix this issue is for ALL QUES to cost an 50% of available telvar no matter you que before or after coming into IC the QUE COST OUT should apply once your there not where you QUED from as it is all you got to do is que from cp to non cp IC freely to escape fighting to hold what you're carrying on you as soon as you bite off more than you could handle
    Edited by heimdall14_9 on March 17, 2026 11:10PM
    Nordic-Knights (PSN)/Sir-A-Crowley (PSN)/Sir_Crowley ( PC) 16 account holder !!!!!!!!!!!!! 19x emperor , 99% full game all vet HM SR ND ( U46) release day ESO VET !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    ww add-on takes the integrity of the GAME away
  • ESO_player123
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    So, the question that was asked on PTS numerous times remains. Why did they chose such a weird way to patch this. Why 100 TV? Where does this number come from?

    And also why did they not go with the mechanics that are already in the game (namely, checking if the player is in combat and taking half of TV as payment). Kevin did comment on the thread that asked those questions and offered a proposal like the one I mentioned (and most posters on that thread, PvPers included, agreed that this would be a better solution).

    As I recall, there were at least 3 threads on PTS forums regarding this fix. Kevin replied to one early on and said he was going to check with the team to explain their reasoning/thoughts. ZOS then went into radio silence on the issue like they have traditionally done with PTS issues in the past.

    Most like me in that thread were advocating for the anytime port when out of combat at 50% TV cost, but apparently it fell on deaf ears.

    I’m glad the IC regular folks got their fix. I just wish they had done it in a different manner. 100 limit is a joke. If you’re going to do that just set the value to 1 or disable it anywhere except when in the base.

    For my purposes and rare time there, if things don’t change I’ll just death port. 🤷‍♂️

    Yes, it's the radio silence that is irritating the most after they said they are going to improve communications during PTS. And, to be fair, they improved it for many topics, but on the other hand just chose to completely ignore others even if those other topics caused a lot of questions and discussions.
    Edited by ESO_player123 on March 17, 2026 11:13PM
  • Markytous
    Markytous
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    So, the question that was asked on PTS numerous times remains. Why did they chose such a weird way to patch this. Why 100 TV? Where does this number come from?

    And also why did they not go with the mechanics that are already in the game (namely, checking if the player is in combat and taking half of TV as payment). Kevin did comment on the thread that asked those questions and offered a proposal like the one I mentioned (and most posters on that thread, PvPers included, agreed that this would be a better solution).

    As I recall, there were at least 3 threads on PTS forums regarding this fix. Kevin replied to one early on and said he was going to check with the team to explain their reasoning/thoughts. ZOS then went into radio silence on the issue like they have traditionally done with PTS issues in the past.

    Most like me in that thread were advocating for the anytime port when out of combat at 50% TV cost, but apparently it fell on deaf ears.

    I’m glad the IC regular folks got their fix. I just wish they had done it in a different manner. 100 limit is a joke. If you’re going to do that just set the value to 1 or disable it anywhere except when in the base.

    For my purposes and rare time there, if things don’t change I’ll just death port. 🤷‍♂️

    Yes, it's the radio silence that is irritating the most after they said they are going to improve communications during PTS. And, to be fair, they improved it for many topics, but on the other hand just chose to completely ignore others even if those other topics caused a lot of questions and discussions.
    I believe the topic of Imperial City and its implications on the in-game economy are quite controversial ones, often stoking flames for a "PVP vs PVE" type argument. Making Imperial City free many years ago and just unrestricting queues was ZOS essentially giving up on the content, likely due to a shift of what ESO was supposed to be about with regards to the Veteran System long ago. The radio silence on this specific topic (and I know there is quite a bit of it because there was a discussion about Mark Target this week that got direct feedback saying that the skill will be fixed for sure next update), is probably due the the controversy now that the exploit has festered for so many years to the point of being embraced as a playstyle. ZOS should never have thrown up their hands with regards to IC or for that matter anything else (such as Hybridization as its still incomplete) because it can make situations like this where no matter what they try to do, someone will be outraged.

    I don't think its for no reason that just about every facet of the game has gained transparency from the team but Imperial City. Its a problem that's dug in really deep. Again, Lightning Staff Tri-Focus 1shot glitch gets no acknowledgment and hasn't for years for likely the same reason. It only occurs in PvPvE environments (rarely in Cyrodiil, often in Imperial City). The devs haven't figured out how to properly remedy it and don't want to damage other parts of the game just for stuff like IC.
  • LittleLionLeone
    LittleLionLeone
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    Not having to buy a bunch of retreat stones is just more convenient. They both do the same exact thing. Outside of being able to literally teleport mid fight there is no real reason to be against leaving via queue.

    Why care if someone isn't spending 10k AP? Some players do not pvp enough to spend AP on the stones. And no you can't reliably find them in chests.

    IC is a poorly designed place and the sewers are annoying to run around in. Also it's very easy to get stuck in combat there meaning you can't use the stones to leave in the first place.

    It was just a pointless change to make, instead of improving IC overall they just made it more tedious as someone else said.
  • spartaxoxo
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    Markytous wrote: »
    I agree with your proposals and my sole purpose for contributing is to make certain that no loopholes can be abused by bad actors who refuse to interact with PvPvE gameplay mechanics of Imperial City for personal selfish exploit-abuse in order to cash in its many rewards. Incurring the 1/2 Tel-Var Stone loss when queuing out to mirror the same act as dying is a decent solution.

    I mean literally said the same thing. This thread has had numerous similar suggestions. It's not about a selfish bad actors. It's about fixing IC to something that isn't awful to leave when you're done and aren't in combat.
    Edited by spartaxoxo on March 18, 2026 2:45AM
  • Markytous
    Markytous
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    spartaxoxo wrote: »
    Markytous wrote: »
    I agree with your proposals and my sole purpose for contributing is to make certain that no loopholes can be abused by bad actors who refuse to interact with PvPvE gameplay mechanics of Imperial City for personal selfish exploit-abuse in order to cash in its many rewards. Incurring the 1/2 Tel-Var Stone loss when queuing out to mirror the same act as dying is a decent solution.

    I mean literally said the same thing. This thread has had numerous similar suggestions. It's not about a selfish bad actors. It's about fixing IC to something that isn't awful to leave when you're done and aren't in combat.
    You need to lose 1/2 Tel-Var Stones when you queue out tho. Its only fair.
  • spartaxoxo
    spartaxoxo
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    Markytous wrote: »
    spartaxoxo wrote: »
    Markytous wrote: »
    I agree with your proposals and my sole purpose for contributing is to make certain that no loopholes can be abused by bad actors who refuse to interact with PvPvE gameplay mechanics of Imperial City for personal selfish exploit-abuse in order to cash in its many rewards. Incurring the 1/2 Tel-Var Stone loss when queuing out to mirror the same act as dying is a decent solution.

    I mean literally said the same thing. This thread has had numerous similar suggestions. It's not about a selfish bad actors. It's about fixing IC to something that isn't awful to leave when you're done and aren't in combat.
    You need to lose 1/2 Tel-Var Stones when you queue out tho. Its only fair.


    I don't care about that. I just want to leave without a bunch of loading screens or death taxis. As I have stated to you previously only for it to be ignored.

    Again the proposals I support are simply keep the same system but up the Tel-Var to something that won't be obtained the second you drop down so you can queue back up if you accidentally didn't pick up a quest.

    A menu option that stunlocks you for a few seconds and costs Tel-Var.

    Make sigils of retreat part of the daily rewards and lower the ap costs.

    I don't care which they do.
    Edited by spartaxoxo on March 18, 2026 3:24AM
  • Markytous
    Markytous
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    spartaxoxo wrote: »
    Markytous wrote: »
    spartaxoxo wrote: »
    Markytous wrote: »
    I agree with your proposals and my sole purpose for contributing is to make certain that no loopholes can be abused by bad actors who refuse to interact with PvPvE gameplay mechanics of Imperial City for personal selfish exploit-abuse in order to cash in its many rewards. Incurring the 1/2 Tel-Var Stone loss when queuing out to mirror the same act as dying is a decent solution.

    I mean literally said the same thing. This thread has had numerous similar suggestions. It's not about a selfish bad actors. It's about fixing IC to something that isn't awful to leave when you're done and aren't in combat.
    You need to lose 1/2 Tel-Var Stones when you queue out tho. Its only fair.


    I don't care about that. I just want to leave without a bunch of loading screens or death taxis.
    I care about it. I can support queuing at any time (outside of combat) as long as it incurs a cost of 1/2 Tel-Var just like dying does unless you use a Sigil of Imperial Retreat. However I know some people who posted in thread absolutely do not want it to incur that cost. There are selfish bad actors who have and will continue to abuse the queue until it is fixed or tweaked to be fair. I appreciate that you aren't concerned about the 1/2 Tel-Var cost but I will be advocating on the behalf of fairness in that respect.

    EDIT: You never said anything about the 1/2 Tel Var cost and until I heard it from you I would not relent. The other user did suggest it and thus I can agree with them. The point is to get to the root cause of what a person is trying to argue for. There is no "ignoring" if a majority of posters in the thread are saying the same exact thing, some more transparent about advocating for cheating than others. Also, a response isn't an obligation. I respond to what I want to.
    Edited by Markytous on March 18, 2026 3:40AM
  • LennaTheRussian
    LennaTheRussian
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    Markytous wrote: »
    spartaxoxo wrote: »
    Markytous wrote: »
    spartaxoxo wrote: »
    Markytous wrote: »
    I agree with your proposals and my sole purpose for contributing is to make certain that no loopholes can be abused by bad actors who refuse to interact with PvPvE gameplay mechanics of Imperial City for personal selfish exploit-abuse in order to cash in its many rewards. Incurring the 1/2 Tel-Var Stone loss when queuing out to mirror the same act as dying is a decent solution.

    I mean literally said the same thing. This thread has had numerous similar suggestions. It's not about a selfish bad actors. It's about fixing IC to something that isn't awful to leave when you're done and aren't in combat.
    You need to lose 1/2 Tel-Var Stones when you queue out tho. Its only fair.


    I don't care about that. I just want to leave without a bunch of loading screens or death taxis.
    I care about it. I can support queuing at any time (outside of combat) as long as it incurs a cost of 1/2 Tel-Var just like dying does unless you use a Sigil of Imperial Retreat. However I know some people who posted in thread absolutely do not want it to incur that cost. There are selfish bad actors who have and will continue to abuse the queue until it is fixed or tweaked to be fair. I appreciate that you aren't concerned about the 1/2 Tel-Var cost but I will be advocating on the behalf of fairness in that respect.

    Your argument is pointless. Why would they ever add a tax on queueing out? That's just more anti consumer behavior. Calling players "bad actors" or "exploiters" just because they're doing something you don't like is childish. Sigil of Imperial Retreats should just be removed anyway.
    Also it's very easy to get stuck in combat there meaning you can't use the stones to leave in the first place.

    It happens to me all the time and I can't even go back into stealth if I don't have cloak. If anything the Sigil of Imperial Retreat should also occur a cost too. You're bypassing the sewers entirely and teleporting. So you should lose your tel var. See how dumb it sounds?
  • Markytous
    Markytous
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    Markytous wrote: »
    spartaxoxo wrote: »
    Markytous wrote: »
    spartaxoxo wrote: »
    Markytous wrote: »
    I agree with your proposals and my sole purpose for contributing is to make certain that no loopholes can be abused by bad actors who refuse to interact with PvPvE gameplay mechanics of Imperial City for personal selfish exploit-abuse in order to cash in its many rewards. Incurring the 1/2 Tel-Var Stone loss when queuing out to mirror the same act as dying is a decent solution.

    I mean literally said the same thing. This thread has had numerous similar suggestions. It's not about a selfish bad actors. It's about fixing IC to something that isn't awful to leave when you're done and aren't in combat.
    You need to lose 1/2 Tel-Var Stones when you queue out tho. Its only fair.


    I don't care about that. I just want to leave without a bunch of loading screens or death taxis.
    I care about it. I can support queuing at any time (outside of combat) as long as it incurs a cost of 1/2 Tel-Var just like dying does unless you use a Sigil of Imperial Retreat. However I know some people who posted in thread absolutely do not want it to incur that cost. There are selfish bad actors who have and will continue to abuse the queue until it is fixed or tweaked to be fair. I appreciate that you aren't concerned about the 1/2 Tel-Var cost but I will be advocating on the behalf of fairness in that respect.

    Your argument is pointless. Why would they ever add a tax on queueing out? That's just more anti consumer behavior. Calling players "bad actors" or "exploiters" just because they're doing something you don't like is childish. Sigil of Imperial Retreats should just be removed anyway.
    Also it's very easy to get stuck in combat there meaning you can't use the stones to leave in the first place.

    It happens to me all the time and I can't even go back into stealth if I don't have cloak. If anything the Sigil of Imperial Retreat should also occur a cost too. You're bypassing the sewers entirely and teleporting. So you should lose your tel var. See how dumb it sounds?
    The exploit is being fixed. Use it while you can.

    EDIT: I had to doubletake. Your comment on how the Sigil should be removed is hilarious. That can't be real. A channel that can only be used outside of combat is the definition of fair.
    Edited by Markytous on March 18, 2026 3:43AM
  • LittleLionLeone
    LittleLionLeone
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    An item that can only be used outside of combat in an area that is always glitching and putting players into infinite combat.

    Once again, queueing is not an exploit, and the moment it is "fixed" IC is dead to plenty of solo players until they rework it. Too many toxic pvpers camp IC to harass pve people doing quests.

    No they don't want to interact with your cancerous meta build and be farmed for your ego. They just want to get leads, scripts, or tel var and leave. IC is the worst place for pvp and should just be reworked into a harder pve zone.

    Flags take way too long to cap solo, and if the district is not flagged by the time you kill a player that owns it, they can just respawn in 2 seconds with full stats and be back to fight you.

    Until they fix the stuck in combat bug, the retreat stones are worthless to me.
  • spartaxoxo
    spartaxoxo
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    Markytous wrote: »
    EDIT: You never said anything about the 1/2 Tel Var cost and until I heard it from you I would not relent. The other user did suggest it and thus I can agree with them. The point is to get to the root cause of what a person is trying to argue for. There is no "ignoring" if a majority of posters in the thread are saying the same exact thing, some more transparent about advocating for cheating than others. Also, a response isn't an obligation. I respond to what I want to.

    9e999e93w0e7.jpg

    Not the case (ETA; just including this picture to clarify). You can respond to what you want but if you go into the discussion with the assumption that everyone on the other side is just a cheat, it can be difficult to discern the root cause of concern and come up with compromise solutions that work for both parties.

    I understand that there are people who just want to leave with large amounts of Tel-Var mid combat and I agree with you that it's not fair. But there are other reasons to want their implementation to be improved besides just that. The current limit is so low that I literally hit it the moment I dropped down and cleaned up the stuff around me and I hadn't picked up the quest. There were no PvP enemies around me and I had not farmed anything. Should I really need to spend 10 minutes in a completely different activity to fix a 14 second mistake? Should I really need to hit 4 loading screens for that? I don't think so. I don't see what's the point of a limit if it's not going to serve a purpose for minor things like that. And I don't see how that compromises the game mode.

    Sigils should be a way to preserve Tel-Var rather than only method of exit. An exit can cost Tel-Var or take a long to time to work or whatever other control they want to make. I don't have an issue with them putting limitations to combat exploitation.
    Edited by spartaxoxo on March 18, 2026 2:29PM
  • Avran_Sylt
    Avran_Sylt
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    Way I see it is IC is ESO's "extraction shooter" segment. (PvEvP)

    Go in with a goal and/or to grab materials. Then reach extract to get away with your haul. Being able to port out at a whim seems to counter such a design.
  • Markytous
    Markytous
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    Avran_Sylt wrote: »
    Way I see it is IC is ESO's "extraction shooter" segment. (PvEvP)

    Go in with a goal and/or to grab materials. Then reach extract to get away with your haul. Being able to port out at a whim seems to counter such a design.
    Exactly. That was how it was designed from the start. The hijacking of that design into cutthroat abuse of exploits because the devs didn't know what to do with it has done damage to its gameplay experience and reputation. Its hard to take something seriously when your opponent will just disappear randomly. Unimmersive and contrary to what online games are all about.
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