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Why are we separated from other factions players?

  • DeLindsay
    DeLindsay
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    Esha76 wrote: »
    Not everyone is involved with the war. From a realistic perspective, many "adventurers" care little about politics. My DC sorc would very much love to run trials/Vet dungeons, etc. with my EP friends I made way after creating her.

    Cross faction PvE dungeons/trials etc. fall just short of being a necessity, but would be a excellent addition. Even within guild members only at the very least.
    This. There's no reason whatsoever that ZoS shouldn't allow INSTANCED content to be all Faction. This would be things like Craglorn Delves, all 4 player Dungeons, all Trials and DSA. I mean you get used to running with your Guild mates then when some want to run SO on their EP toons and your VR toons are AD you can't go along, even though it's the Guild you maybe run with on a daily basis.

    I would also like to see all future Adventure zones as all Faction, just with no open world PvP. That would satisfy most of the "Craglorn is dead" folks while keeping the PvE fluffies from quitting for being "forced to PvP". It's very easy lore wise too. All Factions are coming together to fight a stronger foe so the Mage's Guild makes the entire Adventure Zone neutral through spells.
  • Enodoc
    Enodoc
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    Heishi wrote: »
    One thing that bugs me, I get that ZOS wanted to dangle the imperials as a bonus race, but lore wise what are they doing while all the other races are trampling their home fighting for the throne. Supposedly the Imperial City for Cyrodiil is finished but with the size of the next main patch they are holding onto it until the following main patch or something.

    Still, judging by Abner Tharn and lore, the imperials should be pretty well established in Cyrodiil, at least in Imperial City. The only player Imperials are allied to other alliances. It opens a lot of questions.
    The Imperial Legions are loyal to Clivia Tharn, and are out in the provinces claiming territory (eg, the Seventh Legion in southern Bangkorai and the Legion of the West Weald in Arenthia Vale), or are camped around the Cyrodiil countryside waiting for the right moment to reclaim territory there.
    The Imperial citizens (as found in the villages in Cyrodiil) are trying to make the best of what they have, while staying away from the war if at all possible.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Artis
    Artis
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    You never visit other alliances' territories in real time. You only get there "in past", before Molag Bal was defeated. Same goes to players of other factions and your zones. So. it kinda makes sense that we are separated.

    However, zones like Craglorn could be common since they don't belong to alliances (not sure though... It should have some DC forces since Cyrodiil is right there)
  • Eonz
    Eonz
    Soul Shriven
    we should have complete open world pvp and all factions should be able to be together as well, this goes in line with more of the sandbox feel that zos want to create.

    however open world pvp needs penalties, if you want to be a ganker then fine but you will suffer the consequences. such as some form of penalty on death, attacked by all npcs, free to kill by other players who will get no penalty for doing so, perhaps dropping items on death, etc...

    this system follows along the lines of eve online and black desert online which is a just recently released korean mmo.
  • drschplatt
    drschplatt
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    All restrictions on factions should be removed. The Gold and Silver quests after you hit 50 basically ruined and destroyed any need for factions already.
    Foräois - Imperial Sorcerer of Ineptitude.
    Widoch - Nord Dragon Knight of Ignorance.
    Billy Bob - Dunmer Templar of Chicken and Noodles.
    Blades of Vengeance
  • apostate9
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    k9mouse wrote: »
    I agree with ZOS to keep the faction separated to help to keep faction pride, after all they ARE at war with each other and they should NOT help each other for that reason.

    Also, keeping the faction separated will help the faction mean something, if anyone can be any faction, then what is the purpose of factions? They have lost their meaning then.

    ZOS is doing the right aspect by keeping them separated for those reasons.

    Then they told you to go help save your enemies from certain destruction, which would be their fate if you just...didn't do their dirtywork.

    Faction pride....eroded. So now, I figure sure-- Why not mingle at parties.
    Edited by apostate9 on December 10, 2014 6:24AM
  • Enodoc
    Enodoc
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    Artemis wrote: »
    However, zones like Craglorn could be common since they don't belong to alliances (not sure though... It should have some DC forces since Cyrodiil is right there)
    Craglorn is within DC territory, but the Covenant aren't interested in what's going on there and are only using it as a thoroughfare between Bangkorai and Cyrodiil (talk to the soldiers at Bangkorai Gate). Since the Covenant have no interest in helping with the Celestial threat, this renders the zone Alliance-Neutral and is why the Star-Gazers are searching for aid in all the Alliance capitals.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Rhavein
    Rhavein
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    I think there is no realm pride since we can create new chars at different factions. Also, I don't think fully open world PvP is good idea (even tho i love having it). Starting Zones should be separated.

    1. Make faction choice to account bound - one faction per account
    2. Open some neutral areas for all factions (i.e. craglorn)
    3. Make PvP flag on/off (but dont make it like two of them fighting OH I TURN IT ON AND KILL)
    4. Maybe new areas including Fighters/Mages Guild which also neutral.
    5. (I am not sure but) Make Imperial City open PvP dungeon with some good drops. If you wanna go there, you can be killed but prize is good. It should be tempting.
    6. I believe undaunted is neutral too so well this can be useful too.
    Gaehr
    Necro, Ninja, Goalkeeper
    Firehearts
  • MornaBaine
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    My idea of a "perfect" Tamriel:
    1. Cyrodiil stays as it is, open world PvP.
    2. Factions remain separate levels 1-50 BUT you can flag yourself for PvP AND 1v1 dueling so you can actually fight people in your own faction. And this way it is NEVER forced on anyone who does not wish to participate.
    3. They do away with Cadwell's Silver and Gold and instead open up questlines where you go to the other areas while working FOR your faction, possibly as a spy or scout. Once there you have the opportunity to BETRAY your faction and go over to the other side.
    4. A lawless pirate island area is opened that covers all levels (with dungeon scaling this should be easy enough) and is truly full cross-faction. AD, DC and EP characters can drink together in taverns, there's an arena with spectating and betting, you can buy skooma (with hilarious results when ingested by your character) and all PvP is done by flagging.
    5. Craglorn becomes fully cross-faction.

    This isn't just for the PvP crowd. It would be WONDERFUL for us roleplayers. PLEASE consider this ZOS!
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • SFBryan18
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    The actual reason they split the players in each faction up is because of the zone levels. When you reach the new faction zones, you are Veteran level, which means they need to make all the enemies that level too.

    Perhaps with the new champion system, they can open the map for everyone who reaches level 50. New players would be in their beginner zones, and veteran players would see all veterans. I imagine if they did this, PvP would still be off in faction territories, but it would at least increase the zone populations.
  • DeLindsay
    DeLindsay
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    Rhavein wrote: »
    1. Make faction choice to account bound - one faction per account
    Absolutely NO. I'm not paying for 3 accounts just to have characters in each Faction, like I already do now.
  • Enodoc
    Enodoc
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    SFBryan18 wrote: »
    The actual reason they split the players in each faction up is because of the zone levels. When you reach the new faction zones, you are Veteran level, which means they need to make all the enemies that level too.
    I agree with the faction zones. Doesn't explain the Neutral zones (Coldharbour and Craglorn) though.
    Perhaps with the new champion system, they can open the map for everyone who reaches level 50. New players would be in their beginner zones, and veteran players would see all veterans. I imagine if they did this, PvP would still be off in faction territories, but it would at least increase the zone populations.
    Agreed. You could even choose which version of your home territory to be in using the Normal/Veteran toggle: When the switch is set to Normal, entering your home zones puts you into the 1-43 versions of those zones. (The reason you may want to do this is to finish any quests you skipped and/or to help your lower-level friends.) When the switch is set to Veteran, you enter the Veteran version of the zones with all veterans.
    Edited by Enodoc on December 10, 2014 1:07PM
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Pallmor
    Pallmor
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    I wouldn't mind having a zone where factions could meet with PvP turned off. It would be good for events and trading. Of course, it would be technically challenging, since it would be so crowded.
  • Enodoc
    Enodoc
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    Pallmor wrote: »
    I wouldn't mind having a zone where factions could meet with PvP turned off. It would be good for events and trading. Of course, it would be technically challenging, since it would be so crowded.
    It wouldn't necessarily be any more crowded than it is now. Say, for example, one shard for Craglorn now has the potential to hold 150 Covenant players. If Craglorn was changed to be cross-faction, this shard would still be 150 players, but they would be from any alliance, averaging at 50 each.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Artemiisia
    Artemiisia
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    Because there aint any thats DIVERGENT :P
  • Elsonso
    Elsonso
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    Rhavein wrote: »
    I think there is no realm pride since we can create new chars at different factions. Also, I don't think fully open world PvP is good idea (even tho i love having it). Starting Zones should be separated.

    1. Make faction choice to account bound - one faction per account
    2. Open some neutral areas for all factions (i.e. craglorn)
    3. Make PvP flag on/off (but dont make it like two of them fighting OH I TURN IT ON AND KILL)
    4. Maybe new areas including Fighters/Mages Guild which also neutral.
    5. (I am not sure but) Make Imperial City open PvP dungeon with some good drops. If you wanna go there, you can be killed but prize is good. It should be tempting.
    6. I believe undaunted is neutral too so well this can be useful too.

    What ruins the game for Alliances is not that @players can make different characters in a different Alliance, it is that there are so many things designed around the @player level instead of the Character or Alliance level.

    Many people can play without even needing to to know their Alliance on a daily basis. When they are forced to be reminded, they find it annoying that the Alliance is in the way because they have not been thinking about any conflict between Alliances. Alliances become thought of as a blocker.

    The result is that you end up with threads like this asking why the Alliances are separate.

    I can tell you why. The Alliance War, and consequently the conflict between Alliances, was not deemed to be important enough to build a culture of conflict into the core world design. They never built a Tamriel at War, they just talked about it. They pushed all of the Alliance War conflict into Cyrodiil and turned the entire province into a closet. To make this not seem odd, they added token Alliance War elements in various places around the rest of the world. The Alliance War and Cyrodiil are, by design, game play diversions. They are separate only for the purpose of Cyrodiil, but to make that work they have to pay homage outside of Cyrodiil.

    The foggy middle ground that they have created is annoying and, in the larger sense, boring.

    The defeat of Molag Bal is the only driving force in the game. Once the threat from Coldharbour is gone, you are off on an extended peace and harmony quest line. <Sheogorath>Boooorrrring!</Sheogorath>

    Like I said before, this game desperately needs for bad things to happen. There is no room in a game this size for a lot of peace and harmony.
    XBox EU/NA:@ElsonsoJannus
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  • Pallmor
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    Okay, I think some of you are taking your character's alliance WAY too seriously. This is a fictional world, guys. These alliances aren't real and don't matter--ZOS just made them up to make PvP interesting.
  • Raynefr
    Raynefr
    they should have treated it similar to guildwars, where faction allegiance is good and well, but if you have the imperial addition you can effectively be a rogue agent, and group with anyone of any faction. so basically if my friend is in EP and im in DC but we BOTH have the Imperial edition/upgrade we can ignore the limitations of alliance.

    thoughts?

    in cyrodil the idea of an alliance is perfect and shouldnt be changed. i just cant fathom why you would restrict pve based on races, then release the option to be any race, but still keep the grouping restricted. especially for a console game like this...
    idk how ff14, but dcuo is split between hero and villain. thats really it. mentors just determines your primary tutorial and initial armor line. not saying to copy dc, but to restrict console gamers from playing with their friends, or telling them to grind at least 3 variations of the same characters, or all be from the same exact place to play together throws a lot of console gamers not exactly used to mmo's off. like..imo its almost a deal breaker, as me and my friends very much value diversity when we play together, and now it almost feels like we're being punished for it..

    again..thoughts?
  • JacksonCarter13
    JacksonCarter13
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    Because my Orc would eat all these damned elves running around!
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