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.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.Waits_Behind_Walls 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.
"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".
LittleLionLeone wrote: »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.
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.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.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.Waits_Behind_Walls 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.
"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".
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.
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.LittleLionLeone wrote: »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.
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.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.
The 100 Tel-Var limit is preventing people from queuing out during combatspartaxoxo 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 combatspartaxoxo 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.
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.
The 100 Tel-Var limit is preventing people from queuing out during combatspartaxoxo 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.
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.
You shouldn't be able to queue out holding loads of Tel Var unless you use a Sigil of Imperial Retreat.ESO_player123 wrote: »The 100 Tel-Var limit is preventing people from queuing out during combatspartaxoxo 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.
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.ESO_player123 wrote: »The 100 Tel-Var limit is preventing people from queuing out during combatspartaxoxo 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.
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.
EDIT: I can get behind those changes.
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 wrote: »You shouldn't be able to queue out holding loads of Tel Var unless you use a Sigil of Imperial Retreat.ESO_player123 wrote: »The 100 Tel-Var limit is preventing people from queuing out during combatspartaxoxo 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.
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.
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 wrote: »You shouldn't be able to queue out holding loads of Tel Var unless you use a Sigil of Imperial Retreat.ESO_player123 wrote: »The 100 Tel-Var limit is preventing people from queuing out during combatspartaxoxo 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.
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.
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?
ESO_player123 wrote: »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).
BergisMacBride wrote: »ESO_player123 wrote: »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. 🤷♂️
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.ESO_player123 wrote: »BergisMacBride wrote: »ESO_player123 wrote: »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 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.
You need to lose 1/2 Tel-Var Stones when you queue out tho. Its only fair.spartaxoxo 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 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.
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.spartaxoxo wrote: »You need to lose 1/2 Tel-Var Stones when you queue out tho. Its only fair.spartaxoxo 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.
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.spartaxoxo wrote: »You need to lose 1/2 Tel-Var Stones when you queue out tho. Its only fair.spartaxoxo 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.
I don't care about that. I just want to leave without a bunch of loading screens or death taxis.
LittleLionLeone wrote: »Also it's very easy to get stuck in combat there meaning you can't use the stones to leave in the first place.
The exploit is being fixed. Use it while you can.LennaTheRussian wrote: »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.spartaxoxo wrote: »You need to lose 1/2 Tel-Var Stones when you queue out tho. Its only fair.spartaxoxo 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.
I don't care about that. I just want to leave without a bunch of loading screens or death taxis.
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.LittleLionLeone wrote: »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?
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.

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.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.