If you played early IC, then you should know it is the same now as it was before. Teleport via Cyrodiil is a "feature" which was finally fixed. With ability to teleport in combat, simply anybody can escape any unwanted situation and save telvars, it became a coward's meta, even in YT videos players told to install an addon to teleport from fights. Is it a fair fight?
About your situation: with tp stone you can leave even in combat. With unstoppable potion it is impossible to interrupt it, and if they troll played fat no damage build in noCP - they most likely could not kill you while you are porting out with tp stone. EZ.
Fix was introduced to stop griefing literally everybody abused, it must not be reverted because of one troll appeared once and because you have not learned how to play in 5 years.
Totally disagree with your assessment, but I've also seen you comment on all of these in favor of the changes...no surprise.
It's not just "one person", it's a bunch of people doing the same thing. As many threads as you've commented on, you should know that by now, but you choose to ignore that.
The reality is there were suggestions before the change, which was to allow people to port out when not in active combat.
It seems that there are people doing things that were not what the devs wanted to happen, but people are taking advantage of these exploits, and YES it's an exploit. It's like the Warden Charm exploit people were using, and the other exploits being used and weren't fixed.
Ele sus shouldn't keep someone in combat. People doing this exploit shouldn't be allowed to do it as this was NEVER what the devs intended to happen. See how that works? The devs never intended for people to exploit things just to harass people in IC.
IC will be dead soon because of horrible decisions made by the devs because of whiney PvPers that like to exploit abilities and sets and harass others.
This is an exploit that the devs never INTENDED on happening, it's like using sneak pots to camp ladders and quests, the devs NEVER INTENDED for people to do that, but it happens, and people like you will make the argument that it is intended because it allows you to exploit things that were NEVER INTENDED to be used like it's being used.
CameraBeardThePirate wrote: »Imagine calling people who do PvP in a PvP zone griefers.
IC is a PvP enabled zone. Big difference.
In Cyrodiil, there is a clear goal to attack and defend keeps and resources. The whole campaign is built around that premise. Without players engaging in PvP(AvA) the entire premise falls apart.
In IC, absolutely nothing changes if players don't engage in PvP. It's a PvE zone with PvP enabled. That very much opens the door to griefers.
Uh no. The entire point of IC is that it functions like an extraction game.
You kill stuff (including other players) and get out without getting killed by other players yourself.
You're supposed to fight over the flags, as they give massive Tel Var bonuses.
IC changes completely without PvP. The entire zone was designed around being able to steal other player's Tel Var by engaging in PvP.
CameraBeardThePirate wrote: »Imagine calling people who do PvP in a PvP zone griefers.
IC is a PvP enabled zone. Big difference.
In Cyrodiil, there is a clear goal to attack and defend keeps and resources. The whole campaign is built around that premise. Without players engaging in PvP(AvA) the entire premise falls apart.
In IC, absolutely nothing changes if players don't engage in PvP. It's a PvE zone with PvP enabled. That very much opens the door to griefers.
Uh no. The entire point of IC is that it functions like an extraction game.
You kill stuff (including other players) and get out without getting killed by other players yourself.
You're supposed to fight over the flags, as they give massive Tel Var bonuses.
IC changes completely without PvP. The entire zone was designed around being able to steal other player's Tel Var by engaging in PvP.
What changes? You can still cap flags without PvP. You can still farm TelVar without PvP. You can still fulfil quest obejectives without PvP.
PvP is entirely unnecessary for the zone to function.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Imagine calling people who do PvP in a PvP zone griefers.
IC is a PvP enabled zone. Big difference.
In Cyrodiil, there is a clear goal to attack and defend keeps and resources. The whole campaign is built around that premise. Without players engaging in PvP(AvA) the entire premise falls apart.
In IC, absolutely nothing changes if players don't engage in PvP. It's a PvE zone with PvP enabled. That very much opens the door to griefers.
Uh no. The entire point of IC is that it functions like an extraction game.
You kill stuff (including other players) and get out without getting killed by other players yourself.
You're supposed to fight over the flags, as they give massive Tel Var bonuses.
IC changes completely without PvP. The entire zone was designed around being able to steal other player's Tel Var by engaging in PvP.
What changes? You can still cap flags without PvP. You can still farm TelVar without PvP. You can still fulfil quest obejectives without PvP.
PvP is entirely unnecessary for the zone to function.
Uh no, you wouldn't be able to cap flags without PvP. Do you know what happens if one person of that flag's alliance stands on a flag? It becomes uncappable. You have to engage in PvP to cap a flag if there is someone there. You literally cannot cap a yellow flag if someone on yellow is standing on it.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Imagine calling people who do PvP in a PvP zone griefers.
IC is a PvP enabled zone. Big difference.
In Cyrodiil, there is a clear goal to attack and defend keeps and resources. The whole campaign is built around that premise. Without players engaging in PvP(AvA) the entire premise falls apart.
In IC, absolutely nothing changes if players don't engage in PvP. It's a PvE zone with PvP enabled. That very much opens the door to griefers.
Uh no. The entire point of IC is that it functions like an extraction game.
You kill stuff (including other players) and get out without getting killed by other players yourself.
You're supposed to fight over the flags, as they give massive Tel Var bonuses.
IC changes completely without PvP. The entire zone was designed around being able to steal other player's Tel Var by engaging in PvP.
What changes? You can still cap flags without PvP. You can still farm TelVar without PvP. You can still fulfil quest obejectives without PvP.
PvP is entirely unnecessary for the zone to function.
Uh no, you wouldn't be able to cap flags without PvP. Do you know what happens if one person of that flag's alliance stands on a flag? It becomes uncappable. You have to engage in PvP to cap a flag if there is someone there. You literally cannot cap a yellow flag if someone on yellow is standing on it.
Or you could just wait for them to leave and come back later. What changes if that happens? Is the score altered - oh wait there is no score. Does the campaign change - oh wait there is no campaign. You lose out on a bonus to TelVar, but you can still farm TelVar. PvP is not required for the zone to function - because it is a PvE zone with PvP enabled.
Most of Cyrodiil is the same. Lots of PvE in a PvP enabled zone. The difference is there are very specific PvP activities that have a lasting impact on how you can play there. From limitations on quicker travel, to end of season rewards, to currency that can only be obtained by engaging in PvP activities. IC has none of that.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Imagine calling people who do PvP in a PvP zone griefers.
IC is a PvP enabled zone. Big difference.
In Cyrodiil, there is a clear goal to attack and defend keeps and resources. The whole campaign is built around that premise. Without players engaging in PvP(AvA) the entire premise falls apart.
In IC, absolutely nothing changes if players don't engage in PvP. It's a PvE zone with PvP enabled. That very much opens the door to griefers.
Uh no. The entire point of IC is that it functions like an extraction game.
You kill stuff (including other players) and get out without getting killed by other players yourself.
You're supposed to fight over the flags, as they give massive Tel Var bonuses.
IC changes completely without PvP. The entire zone was designed around being able to steal other player's Tel Var by engaging in PvP.
What changes? You can still cap flags without PvP. You can still farm TelVar without PvP. You can still fulfil quest obejectives without PvP.
PvP is entirely unnecessary for the zone to function.
Uh no, you wouldn't be able to cap flags without PvP. Do you know what happens if one person of that flag's alliance stands on a flag? It becomes uncappable. You have to engage in PvP to cap a flag if there is someone there. You literally cannot cap a yellow flag if someone on yellow is standing on it.
Or you could just wait for them to leave and come back later. What changes if that happens? Is the score altered - oh wait there is no score. Does the campaign change - oh wait there is no campaign. You lose out on a bonus to TelVar, but you can still farm TelVar. PvP is not required for the zone to function - because it is a PvE zone with PvP enabled.
Most of Cyrodiil is the same. Lots of PvE in a PvP enabled zone. The difference is there are very specific PvP activities that have a lasting impact on how you can play there. From limitations on quicker travel, to end of season rewards, to currency that can only be obtained by engaging in PvP activities. IC has none of that.
"Just wait for them to leave" lol, fun engaging gameplay. That's not a solution, you're just refusing to admit that the zone functions around a core of PvP.
And again, ZOS advertised the zone at launch as a "PvP public dungeon".
If by best thing ever you mean making it even more dead than it already was then I suppose you'd be right. Do you genuinely think this change has brought in people who weren't already playing? I'd bet my entire account that if anything the change is making FEWER people play.The new porting system is the best thing to ever happen to Imperial City! The old system (or lack thereof) was nothing short of an exploit and pure abuse. Anyone wanting to bring it back is just an abuser and an exploiter!
You know what? I want all the achievements from vOC, vLC, and other HM content, so maybe ZOS should implement a "system" for me and folks like me to get them without spending months wiping in a progression group? Of course I'm joking.
Stop lying to the entire forum community! You aren't looking for "convenience"; you just want a risk-free way to deposit your Tel Var Stones. Here's a shocker: the player attacking you is a human being too (WOW!!), and nobody likes it when farmers or pvpers just vanish mid-fight into another campaign to save their Tel Var or to avoid death.
Personofsecrets wrote: »Running back to base is a pain. Anyone against the port probably plays sorc.
CameraBeardThePirate wrote: »Personofsecrets wrote: »Running back to base is a pain. Anyone against the port probably plays sorc.
You don't have to run back to base. Use a sigil of imperial retreat.
Personofsecrets wrote: »CameraBeardThePirate wrote: »Personofsecrets wrote: »Running back to base is a pain. Anyone against the port probably plays sorc.
You don't have to run back to base. Use a sigil of imperial retreat.
If everyone always had access to what would help them, then there would be world peace.
Did you even read the original post? This "human being" showed some absolutely rotten and unacceptable behaviour. They never at any point had any chance of killing us as long as we fought back. All they did was annoy us. But not like some normal "human being" would do, by doing it 5 minutes, laugh about it and then move on. They kept going for more than half an hour. There´s a difference between some fun trolling around and griefing. You describe it like it was a fair and good fight that I simply wanted to avoid, while it wasn´t.The new porting system is the best thing to ever happen to Imperial City! The old system (or lack thereof) was nothing short of an exploit and pure abuse. Anyone wanting to bring it back is just an abuser and an exploiter!
[...]
Stop lying to the entire forum community! You aren't looking for "convenience"; you just want a risk-free way to deposit your Tel Var Stones. Here's a shocker: the player attacking you is a human being too (WOW!!), and nobody likes it when farmers or pvpers just vanish mid-fight into another campaign to save their Tel Var or to avoid death.
templar_heal wrote: »Just curious, are there a lot of players in IC after teleport change? IC was pretty empty before if not for events. Players, who protect this change, are you satisfied with IC population?
I stop going there completely and I believe that I'm not alone in such decisions.
Actually i made proposition earlier to have pve instance for new players, so they could proceed with quest line without gankers and trolls interuption. Most answers were negative, unfortunately. Still think that it would be good idea for pve players, who interested in zone questline.
And dying to a player dropped 80% of tel vars instead of 50% What is your point?wolfie1.0. wrote: »Also, originally tel var only dropped like 10% if you died from monsters or fall damage that also was intended.
That's a problem of PvP balance in general, that is plaguing the game for years, and not of IC in particular.BioBitter100 wrote: »Ah absolute bull crap. I have builds that can literally not be killed in IC, block tanks that don´t die unless 20 people with negates and sieges beat on you. Now I could just put ele sus and some speed on, go out there and find some solo or duo players and grief them to let me kill them to get their Tel Var, while they have no counter whatsoever.
Does that sound fun to you? Is that your definition of good PvP? Where does it lead if people just "accept" death in that situation. It even encourages this rotten behaviour.
in the past.
Personofsecrets wrote: »Running back to base is a pain. Anyone against the port probably plays sorc.
This is so much worse than how it was before. People complaining about the quick getaways were just whinging that their food wasn't walking onto their plate.
Benefit of the doubt should always be given to the escapee. Now the trolls have the upper hand.
Gg