Yes? Silver is VR1-VR5 and Gold is VR6-VR10, so when they remove VRs this will not be the case. Not entirely sure what you're actually asking, but everyone, VR1 or VR14, is still Level 50 (and for this reason, renumbering the VRs as 51-63 would not work, as it changes their meaning). The whole point of them removing VRs is to flatten the gap.Regarding the levelling gap between Silver and Gold; when Veteran Ranks are removed, this would no longer be an issue, so cross-faction in these 50+ zones would theoretically work as well.
So you're saying that the VR levels are the only difference between silver and gold and 1-50? Can I have some of what you're smoking? Because if they change it to *just* that... 50's getting a real boost in power. If I can take a mob at 50, I'm going to be really bored at whatever arbitrary difference I am at whatever my equivalent is now at VR10...
Yes? Silver is VR1-VR5 and Gold is VR6-VR10, so when they remove VRs this will not be the case. Not entirely sure what you're actually asking, but everyone, VR1 or VR14, is still Level 50 (and for this reason, renumbering the VRs as 51-63 would not work, as it changes their meaning). The whole point of them removing VRs is to flatten the gap.Regarding the levelling gap between Silver and Gold; when Veteran Ranks are removed, this would no longer be an issue, so cross-faction in these 50+ zones would theoretically work as well.
So you're saying that the VR levels are the only difference between silver and gold and 1-50? Can I have some of what you're smoking? Because if they change it to *just* that... 50's getting a real boost in power. If I can take a mob at 50, I'm going to be really bored at whatever arbitrary difference I am at whatever my equivalent is now at VR10...
Indeed, VR5 mobs are tougher than the VR1 mobs (but not as different as Lvl 3 mobs to Lvl 43 mobs), and they will have to maintain some of that difference to keep a feeling of progression, but there is no reason to suppose that when they do get around to removing the VRs that you won't be able to do anything in any order. I think the content will be set so that you can do any of the endgame activities when you hit 50, and not have to go through endgame sequentially like you do now. (What sort of endgame is sequential?)
Endgame Now (sequential):
VR1 ----> VR6 ----> VR11 ----> VR14
Silver ----> Gold ----> Craglorn ----> Only now viable for Cyrodiil and Trials
Endgame after removing VRs (open-ended):
New Lvl 50 ----> Established Level 50
Silver Zone 1 ----> Silver Zone 5
Gold Zone 1 ----> Gold Zone 5
Lower Crag ----> Upper Crag
Early Trials ----> Hard-Mode Trials
Already viable for Cyrodiil
Yes? Silver is VR1-VR5 and Gold is VR6-VR10, so when they remove VRs this will not be the case. Not entirely sure what you're actually asking, but everyone, VR1 or VR14, is still Level 50 (and for this reason, renumbering the VRs as 51-63 would not work, as it changes their meaning). The whole point of them removing VRs is to flatten the gap.
Indeed, VR5 mobs are tougher than the VR1 mobs (but not as different as Lvl 3 mobs to Lvl 43 mobs), and they will have to maintain some of that difference to keep a feeling of progression, but there is no reason to suppose that when they do get around to removing the VRs that you won't be able to do anything in any order. I think the content will be set so that you can do any of the endgame activities when you hit 50, and not have to go through endgame sequentially like you do now. (What sort of endgame is sequential?)
Endgame Now (sequential):
VR1 ----> VR6 ----> VR11 ----> VR14
Silver ----> Gold ----> Craglorn ----> Only now viable for Cyrodiil and Trials
Endgame after removing VRs (open-ended):
New Lvl 50 ----> Established Level 50
Silver Zone 1 ----> Silver Zone 5
Gold Zone 1 ----> Gold Zone 5
Lower Crag ----> Upper Crag
Early Trials ----> Hard-Mode Trials
Already viable for Cyrodiil
Yes? Silver is VR1-VR5 and Gold is VR6-VR10, so when they remove VRs this will not be the case. Not entirely sure what you're actually asking, but everyone, VR1 or VR14, is still Level 50 (and for this reason, renumbering the VRs as 51-63 would not work, as it changes their meaning). The whole point of them removing VRs is to flatten the gap.
Indeed, VR5 mobs are tougher than the VR1 mobs (but not as different as Lvl 3 mobs to Lvl 43 mobs), and they will have to maintain some of that difference to keep a feeling of progression, but there is no reason to suppose that when they do get around to removing the VRs that you won't be able to do anything in any order. I think the content will be set so that you can do any of the endgame activities when you hit 50, and not have to go through endgame sequentially like you do now. (What sort of endgame is sequential?)
The difficulty level is not purely based on the numeric level you are. There are differences in damage, mitigation, stats, etc. My VR10 does a *lot* more damage than my VR3. The opponents also do a lot more damage and take a lot more to kill. VR is not just a number. It might not scale as much as we think it should for the effort required... but it *does* scale.
My comments are based on the general rule of thumb...
-A VR1 character played by someone with the exact same skills and character will notice an increased difficulty when trying to kill a VR1 vs VR2 or VR3 based on the level difference. This may only be hit points or range of attacks/weapon usage of the NPC or armor. In some cases it applies to the # of NPCs that join in on an attack.
-Your comment about how much dmg your chars do vs another VR character of your own...
That is based on how you or how someone else chooses to play any given character but in general a VR2 vs a VR3 NPC is more difficult.
-Replacing the VR 1 - VR14 with 51 - 64 is purely cosmetic and has no game impact.
-Never has any ZOS post or interview confirmed the removal of any silver and gold quests. Never has ZOS confirmed that they intend to remove a level gap between level 50 and VR10 - VR14.
*I believe this is a personal perception that you have which makes a lot of sense and is also my hope. I think your perception is rationale but its not backed up by a ZOS statement. (I may be wrong so if you have something official, please share).
So...initially the issue for them MAYBE is what do we do with silver, gold and any VR1 - VR10 content. I and many others have made suggestions but we have yet to see any progression even on PTS of such ideas from the community and/or from ZOS.
Every Veteran Rank character is Level 50 with extra stats; if there was a true "Level" difference between VR1 and VR14, there would be a difference in quest reward XP, but there isn't. Complete a quest at VR1, you get 4990 XP. Complete a quest at VR14, you get 4990 XP. Silver (VR1-5) quests are all Level 50, Gold (VR6-10) quests are all Level 50, Craglorn (VR11+) quests are all Level 50. If VRs were equivalent to levels, then these quests would be labelled with respective Veteran Ranks, not Level 50, and the "Level 50" quests would go green when you hit VR4, and grey when you hit VR7. But they don't. VR1 is Level 50, VR14 is also Level 50. VR1 characters are Level 50, VR14 characters are also Level 50, but with better stats.NewBlacksmurf wrote: »Yes? Silver is VR1-VR5 and Gold is VR6-VR10, so when they remove VRs this will not be the case. Not entirely sure what you're actually asking, but everyone, VR1 or VR14, is still Level 50 (and for this reason, renumbering the VRs as 51-63 would not work, as it changes their meaning). The whole point of them removing VRs is to flatten the gap.Regarding the levelling gap between Silver and Gold; when Veteran Ranks are removed, this would no longer be an issue, so cross-faction in these 50+ zones would theoretically work as well.
So you're saying that the VR levels are the only difference between silver and gold and 1-50? Can I have some of what you're smoking? Because if they change it to *just* that... 50's getting a real boost in power. If I can take a mob at 50, I'm going to be really bored at whatever arbitrary difference I am at whatever my equivalent is now at VR10...
Indeed, VR5 mobs are tougher than the VR1 mobs (but not as different as Lvl 3 mobs to Lvl 43 mobs), and they will have to maintain some of that difference to keep a feeling of progression, but there is no reason to suppose that when they do get around to removing the VRs that you won't be able to do anything in any order. I think the content will be set so that you can do any of the endgame activities when you hit 50, and not have to go through endgame sequentially like you do now. (What sort of endgame is sequential?)
Endgame Now (sequential):
VR1 ----> VR6 ----> VR11 ----> VR14
Silver ----> Gold ----> Craglorn ----> Only now viable for Cyrodiil and Trials
Endgame after removing VRs (open-ended):
New Lvl 50 ----> Established Level 50
Silver Zone 1 ----> Silver Zone 5
Gold Zone 1 ----> Gold Zone 5
Lower Crag ----> Upper Crag
Early Trials ----> Hard-Mode Trials
Already viable for Cyrodiil
Care to explain why renumbering VR levels to numeric sequential after 50 would not work? Its literally what VR levels are.
They talk about removing VR levels but no where have I seen where they are removing the VR level content, specifically the silver and gold questing zones.
Also, a level 50 is not in any way = to a VR2- VR14. There is a HUGE difference starting at VR2 which progressively grows as the VR levels increase.
The monster VR levels also increase which progressively increase NPC difficulty.
2 questions:
Please explain why your comment expresses that 50 = VR 2 - VR14?
Please explain why changing VR 2 - VR14 into 51-64 would not work?
I also never suggested they were removing the VR level content; all I am suggesting is that they will flatten it so that you don't have to do Silver before Gold, and both of those before being viable for Cyrodiil and Trials, and will instead be able to do Silver and Gold in either order, and be immediately viable for Cyrodiil and the lower Trials without doing either.
What about VR1-VR14?WraithAzraiel wrote: »Since this HASN'T been the case, the possibility and easiest way to implement this type of gameplay, is to put it in with the zones that haven't been released yet.
Touching 1-50 would be FAR too large of an undertaking and would inevitably be unnecessary and a waste of time and resources.
Putting this type of content into 'unreleased areas' I presume you mean VR14+ areas which is fine, but you don't want 1-50 fiddling with .. so where does that leave VR1-VR14 leveling?
Same place as now and that's a problem because those zones are nigh on deserted which is a huge problem for those still working on getting to Craglorn levels, I know, personally.
I think they even already confirmed as much.WraithAzraiel wrote: »What about VR1-VR14?WraithAzraiel wrote: »Since this HASN'T been the case, the possibility and easiest way to implement this type of gameplay, is to put it in with the zones that haven't been released yet.
Touching 1-50 would be FAR too large of an undertaking and would inevitably be unnecessary and a waste of time and resources.
Putting this type of content into 'unreleased areas' I presume you mean VR14+ areas which is fine, but you don't want 1-50 fiddling with .. so where does that leave VR1-VR14 leveling?
Same place as now and that's a problem because those zones are nigh on deserted which is a huge problem for those still working on getting to Craglorn levels, I know, personally.
This has absolutely NOTHING to do with leveling or exclusion of any sort.
ZOS has already stated, around the same time that they announced B2P, that when the new zones come out, everyone will be able to experience them, regardless of level.
I'm betting rather than the zone scaling down to the players, the players will scale UP to the zone, much like how battle-leveling works with Cyrodiil.
Craglorn ... and Coldharbour and Eyevea and the Earth Forge and Group Dungeons and Trials and... [/brokenrecord]Easiest and most cost effective route to go with cross-faction is making the new zone cross faction and leaving all the current content alone, except for maybe Craglorn.
Hit the nail on the head with that one thereWhat is actually lorebreaking is that places like Coldharbour and Craglorn are NOT cross faction.
Yes, this is the exact thing I am referring to. In the event of cross-faction zones, should there be a PvP flag, or should it be PvE only? Since there is PvE content in Cyrodiil, I would not be against a PvP flag in Craglorn, but there are those who would be (although I can't remember why, as it shouldn't affect them if they don't flip the flag).Nazon_Katts wrote: »Of course, there's tension and it should somehow show - something that could be achievable by adding the ability to flag oneself for Open World PvP.
Hit the nail on the head with that one thereWhat is actually lorebreaking is that places like Coldharbour and Craglorn are NOT cross faction.
So here's a question - which is one I've had trouble answering myself when making that same point on cross-faction neutral areas - how do you, lorewise, explain why there would be no PvP between these faction members when they see each other?
Here's some of the reasons I've come up with:
- The Guilds/the Star-Gazers don't allow it. [But how do they enforce it?]
- There is a mystical Daedric/Celestial reason why it is not possible.
- The threat to Tamriel from the Daedra/Celestials is greater than the Alliance War.
[While this is true, what would happen in the roleplay instance when some haughty High Elf Battlereeve meets some racist Nord General? Personal stories are often "more important" than the big picture, no matter how much of a threat it is; why can't these mortal enemies kill each other for the crimes they have committed on the battlefield?]
Except none of those things, because we are talking about 50+ (and Coldharbour, I guess, which is 44+), corpses wouldn't be lootable (since they aren't in Cyrodiil), and it wouldn't affect anyone who has not opted in, so there wouldn't be anarchy.PvP flag in 1-50 zones, player corpses = lootable, mayhem, chickens, cats and dogs sleeping together, total anarchy!!!
Sure, reason 3 seems enough to me as well. I agree that cross-faction at all would be best for starters, but thinking about the PvP may be necessary if their system is currently set up in a way that automatically enables killing of other-faction members regardless of where you are, as that would then have to be adapted so that you could not kill other faction members when not in Cyrodiil.Hit the nail on the head with that one thereWhat is actually lorebreaking is that places like Coldharbour and Craglorn are NOT cross faction.
So here's a question - which is one I've had trouble answering myself when making that same point on cross-faction neutral areas - how do you, lorewise, explain why there would be no PvP between these faction members when they see each other?
Here's some of the reasons I've come up with:
- The Guilds/the Star-Gazers don't allow it. [But how do they enforce it?]
- There is a mystical Daedric/Celestial reason why it is not possible.
- The threat to Tamriel from the Daedra/Celestials is greater than the Alliance War.
[While this is true, what would happen in the roleplay instance when some haughty High Elf Battlereeve meets some racist Nord General? Personal stories are often "more important" than the big picture, no matter how much of a threat it is; why can't these mortal enemies kill each other for the crimes they have committed on the battlefield?]
Well, in my mind reason #3 always seemed kinda...enough. We're there to save the world and stuff, it's no time for bickering;) Perhaps when you enter Coldharour/Craglorn for the first time an npc(Groundskeeper/Stargazer) should mention it, like talk about how grand this threat is and how all the bickering should be set aside between members of other alliances that have come to help.
It could potentially open a lot possibilities for open world PvP - kind of like what they promised in the last stage of Justice system which now apparently may not happen at all. Like maybe people who want to PvP in the cross faction zones could flag themselves for it and fight flagged members of other alliances, while those not flagging themselves wouldn't be affected at all. That's just an idea for distant future though, for starters it would be great if we just had crossfaction stuff at all.
I think they even already confirmed as much.WraithAzraiel wrote: »What about VR1-VR14?WraithAzraiel wrote: »Since this HASN'T been the case, the possibility and easiest way to implement this type of gameplay, is to put it in with the zones that haven't been released yet.
Touching 1-50 would be FAR too large of an undertaking and would inevitably be unnecessary and a waste of time and resources.
Putting this type of content into 'unreleased areas' I presume you mean VR14+ areas which is fine, but you don't want 1-50 fiddling with .. so where does that leave VR1-VR14 leveling?
Same place as now and that's a problem because those zones are nigh on deserted which is a huge problem for those still working on getting to Craglorn levels, I know, personally.
This has absolutely NOTHING to do with leveling or exclusion of any sort.
ZOS has already stated, around the same time that they announced B2P, that when the new zones come out, everyone will be able to experience them, regardless of level.
I'm betting rather than the zone scaling down to the players, the players will scale UP to the zone, much like how battle-leveling works with Cyrodiil.Craglorn ... and Coldharbour and Eyevea and the Earth Forge and Group Dungeons and Trials and... [/brokenrecord]Easiest and most cost effective route to go with cross-faction is making the new zone cross faction and leaving all the current content alone, except for maybe Craglorn.
If they can (technically) manage to do it for new content, they can do it for all of these.
Hit the nail on the head with that one thereWhat is actually lorebreaking is that places like Coldharbour and Craglorn are NOT cross faction.
So here's a question - which is one I've had trouble answering myself when making that same point on cross-faction neutral areas - how do you, lorewise, explain why there would be no PvP between these faction members when they see each other?
Here's some of the reasons I've come up with:
- The Guilds/the Star-Gazers don't allow it. [But how do they enforce it?]
- There is a mystical Daedric/Celestial reason why it is not possible.
- The threat to Tamriel from the Daedra/Celestials is greater than the Alliance War.
[While this is true, what would happen in the roleplay instance when some haughty High Elf Battlereeve meets some racist Nord General? Personal stories are often "more important" than the big picture, no matter how much of a threat it is; why can't these mortal enemies kill each other for the crimes they have committed on the battlefield?]
WraithAzraiel wrote: »
That works for meWraithAzraiel wrote: »Hit the nail on the head with that one thereWhat is actually lorebreaking is that places like Coldharbour and Craglorn are NOT cross faction.
So here's a question - which is one I've had trouble answering myself when making that same point on cross-faction neutral areas - how do you, lorewise, explain why there would be no PvP between these faction members when they see each other?
Here's some of the reasons I've come up with:
- The Guilds/the Star-Gazers don't allow it. [But how do they enforce it?]
- There is a mystical Daedric/Celestial reason why it is not possible.
- The threat to Tamriel from the Daedra/Celestials is greater than the Alliance War.
[While this is true, what would happen in the roleplay instance when some haughty High Elf Battlereeve meets some racist Nord General? Personal stories are often "more important" than the big picture, no matter how much of a threat it is; why can't these mortal enemies kill each other for the crimes they have committed on the battlefield?]
Simple and easy answer that is likely a LONG way away? Duels.
Kick open PvP to the side for the ability to /duel people. That way it's consensual.
Yes! Yes! YES!What is actually lorebreaking is that places like Coldharbour and Craglorn are NOT cross faction. I mean, just think about it. All 3 alliances meet on Stirk and in the end agree that Mages and Fighter guilds should go on to Coldharbour and represent all 3 alliances there. However, once you get to Coldharbour, the other 2 alliances suddenly slack off and just don't appear.
Craglorn is a no faction land, completely unrelated to Alliance War and equally open to eveyone. But again for some reason the other 2 alliances just don't come there.
Just a random thought on "lorebreaking" :P
TheShadowScout wrote: »Yes! Yes! YES!What is actually lorebreaking is that places like Coldharbour and Craglorn are NOT cross faction. I mean, just think about it. All 3 alliances meet on Stirk and in the end agree that Mages and Fighter guilds should go on to Coldharbour and represent all 3 alliances there. However, once you get to Coldharbour, the other 2 alliances suddenly slack off and just don't appear.
Craglorn is a no faction land, completely unrelated to Alliance War and equally open to eveyone. But again for some reason the other 2 alliances just don't come there.
Just a random thought on "lorebreaking" :P
They should have done coldharbor and craglorn like that from the beginning, a multi-fraction cooperative PvE region.
But I guess they just didn't, more's the pity. (one can still hope they maybe will change that, someday... just to set the lore right if nothing else)
I for one would also like to see some stuff between "kill-am-all Cyrodil" and "we're all allies united against a greater threat" cooperative PvE regions.
Maybe some pirate island, where the other alliances are "yellow" neutral but attackable, switching to "friendly" when grouped; with a main city where guards kinda enforce the peace, and wilds where anything goes...
It would allow a lot more choices. Do you want to go out and hunt other fraction players for some PvP, or group with them and do some PvE? And maybe ungroup after you finish that dungeon and stab your earlier comrade in the back?
TheShadowScout wrote: »Yarr, harr, fiddle de dee, being a pirate is 'awright with me...
Let's not get ahead of ourselves. We don't even have mounted combat, yet... Although, some sort of naval gameplay would be sooo cool...
I fondly remember how in "Daggerfall" you could buy your own ship as housing... a nice medium sized ship would make a neat version of player housing here as well. And naval warfare... I really liked the one scene in the AD storyline where you get to do a little combat at the high seas, bord the enemy ship, and so on. It would be really neat to see something like that in ESO PvP, someday...