FluffyDoom wrote: »IC used to be a fun a very long long time ago. It's still a fantastic area visually and the story questline is pretty good. Gankers and trolls (tanks with no damage/unkillable without a large group that keep you in combat to prevent you from leaving) have made it a no-go for years now sadly.
Players that want to explore the zone, do the questline/daily quests, farm the telvar, pvp fairly are targets of gankers/trolls who do not risk any telvar loss because they almost always carry no telvar themselves! No risk - all reward for gankers who really do nothing but ruin the gameplay of others - yeah yeah yeah, it's a pvp zone but how is it fair that gankers can steal 50% of a players telvar but if you do kill the ganker you get zero?
Would love to see a system where you can't take more telvar than you are carry. Seems like a good suggestion for ZOS to consider:
https://elderscrollsonline-feedback.featureupvote.com/suggestions/724230/imperial-city-ic-telvar-rewards-for-a-player-kill-limited-by-the-amount-of-telva
Gagoimaliu wrote: »Gagoimaliu wrote: »(Or at least, the last part of the Planemeld questline) and locking it behind PVP is such a weird choice
I agree... And also disagree. It was odd making it a PvP zone, but I feel the combination of meaner mobs, PvP, ganking, the running you initially do between buildings do the story and quest, never knowing who or what you'll run in to. Even the wandering bosses and those vicious banner bearers in the sewers. It all combined to create an fantastic and unique atmosphere of a desperate city, at the center of the three banner war, while also being assaulted by Molag Bal.
It's such a unique experience that I just don't think could be replicated in a PvE only zone. And if you make it a PvE only zone, then the story and atmosphere would suffer.
I get what they were going for, and if they invested in the zone nowadays I think it might even be a great idea, I just think most people who aren't PVPers won't want or care to do it because they think they'll need an entire build just to do the zone story.
I know that's definitely one reason I haven't done IC yet, and I've done every DLC up to Summerset except IC, maybe when I finally get my PVP toon ready I'll give it a shot
FluffyDoom wrote: »IC used to be a fun a very long long time ago. It's still a fantastic area visually and the story questline is pretty good. Gankers and trolls (tanks with no damage/unkillable without a large group that keep you in combat to prevent you from leaving) have made it a no-go for years now sadly.
Players that want to explore the zone, do the questline/daily quests, farm the telvar, pvp fairly are targets of gankers/trolls who do not risk any telvar loss because they almost always carry no telvar themselves! No risk - all reward for gankers who really do nothing but ruin the gameplay of others - yeah yeah yeah, it's a pvp zone but how is it fair that gankers can steal 50% of a players telvar but if you do kill the ganker you get zero?
Would love to see a system where you can't take more telvar than you are carry. Seems like a good suggestion for ZOS to consider:
https://elderscrollsonline-feedback.featureupvote.com/suggestions/724230/imperial-city-ic-telvar-rewards-for-a-player-kill-limited-by-the-amount-of-telva
I've been saying this for years but the PvPers will whine to not have their lambs for easy slaughter.
CatalinaWineMixer2 wrote: »It's a direct result of Tel Var greed by the limit changes. What's more important, YOU having more Tel Var or EVERYONE having more people to play with? Everyone can see the results of it. I finished everything in there before it happened and I'm never going back. They need to stop catering to the smallest minority population in the entire game. Nerfs to our characters are the same thing only much worse. Now that you've made the WWs quit, and probably many of the DKs, who do you expect to fill that population? Even GH and BG. My Warden is nerfed beyond belief. If my Warden isn't going, neither am I. If it's Subclassing junk, im not doing it either. All of these negative changes take away from not just the PvP population but the entire game.
Oblivion_Protocol wrote: »I remember when the changes were made to prevent queuing out from IC. People swore left and right that IC was going to become this PVP paradise where people could be challenged.
Look at it now. Ghost town most of the time. All the people who said it was going to be great disappeared.
Oblivion_Protocol wrote: »I remember when the changes were made to prevent queuing out from IC. People swore left and right that IC was going to become this PVP paradise where people could be challenged.
Look at it now. Ghost town most of the time. All the people who said it was going to be great disappeared.
Make a PvE instance and most players will use it, leave any PvP element and very few will use it. Mixing PvP and PvE together in a zone was a mistake not to be repeated, as ZOS have previously acknowledged.
They'll use it as what? Another overland difficulty zone with world boss-difficulty bosses? We've got like 40 of those or something, meanwhile there is two (soon to be three) pvp zones.
Make a PvE instance and most players will use it, leave any PvP element and very few will use it. Mixing PvP and PvE together in a zone was a mistake not to be repeated, as ZOS have previously acknowledged.
They'll use it as what? Another overland difficulty zone with world boss-difficulty bosses? We've got like 40 of those or something, meanwhile there is two (soon to be three) pvp zones.
In these dire times with layoffs, no crown sales and not much content on the horizon, reusing existing zones as both a PvE zone and as separate PvP zone seems like a good idea. Easier to create content than making whole new zones from scratch that appeals only to one part of the community, while the other withers away until new content is ready.
Oblivion_Protocol wrote: »I remember when the changes were made to prevent queuing out from IC. People swore left and right that IC was going to become this PVP paradise where people could be challenged.
Look at it now. Ghost town most of the time. All the people who said it was going to be great disappeared.
Major_Mangle wrote: »Oblivion_Protocol wrote: »I remember when the changes were made to prevent queuing out from IC. People swore left and right that IC was going to become this PVP paradise where people could be challenged.
Look at it now. Ghost town most of the time. All the people who said it was going to be great disappeared.
No one sensible claimed IC was gonna see a sudden huge increase in population. We wanted a clearly unintended, borderline exploit to be addressed that's all.
Make a PvE instance and most players will use it, leave any PvP element and very few will use it. Mixing PvP and PvE together in a zone was a mistake not to be repeated, as ZOS have previously acknowledged.
They'll use it as what? Another overland difficulty zone with world boss-difficulty bosses? We've got like 40 of those or something, meanwhile there is two (soon to be three) pvp zones.
In these dire times with layoffs, no crown sales and not much content on the horizon, reusing existing zones as both a PvE zone and as separate PvP zone seems like a good idea. Easier to create content than making whole new zones from scratch that appeals only to one part of the community, while the other withers away until new content is ready.
That's it. Zero solution for the vast emptiness of beautiful Imperial City, the insistence to keep PvE quests (and FISHING for heck sake) in a horrible idea of PvP. Update 50, 2, 1, 51 (and tomes and nowhere keys and dynamics and Thieves) and not a SINGLE mention on what to do with that place badly conceived.
Well, let's move on shall we?