I normally don't like to propose specific ideas because I don't think player manifestos really help game devs. But because of the circumstances, I'm just throwing out this basic example of how ZOS can shape player behaviour through rewards instead of a hard lock.
Add:
- account-wide Alliance War reward system with greater depth than currently exists; reward system would have daily, weekly and 30 day rewards regardless of which campaign is played on
- 20 or more reward tiers to motivate the greatest range of players possible
- elite alliance war vendor
- elite alliance war vendor token
- elite vendor items would be highly coveted items like arena and trial items
Faction Lock players at a reward level. Players would select one Main faction. Make it possible to switch main factions at any time, but doing so resets reward tiers.
There should be some variety, but the main reward would be the Elite Alliance War Vendor Token (which would have a better name). With tokens, players would be able to buy a variety of highly valuable items, including geodes, arena weapons, monster sets, and so on. This would also enable AvA-focused players to dedicate their time to doing what they enjoy. The DLC items could be gated based on DLC ownership or ESO+.
There would be weekly and monthly leaderboards added for rewards. There could be daily bonuses for hitting killing blow, healing and mitigation targets.
The system could feature inducements to switch to the weaker team mid-campaign. It could even be intelligent enough to allow penalty-free moves to factions at severe disadvantages in extreme cases.
Combat AP rewards would need to be increased and objective capture (otick) rewards would need to be significantly reduced to encourage PVP.
End of campaign rewards would still exist separately and would also be enhanced with more tiers and the new reward currency.
There could also be bonuses to encourage faction/campaign loyalty, but they would completely vanish if a faction is too successful.
Though the new reward system would be faction locked, players would have some freedom to play on other factions.
In regards to griefing, ZOS needs to be responsive to this at a customer service level. This game also really needs better social bans for players who disrupt zone chat for 150ish other players. But regardless, it's naive to think a hard faction lock will prevent these things.
TL;DR: The idea here is to shape player behaviour through a more nuanced reward system instead of hard, inflexible locks.
Edited by zyk on 5 April 2019 13:15