I could not care less about Alliance Factions. Game designers don't care either, otherwise we would not have Caldwell's Gold and Silver forcing encouraging us to quest for each Alliance as we level.
Should the Alliances be kept separate for the people who do PvP? Sure, makes sense there. But those of us who want to play the content of the game should be able to group up with whoever is around that meets our criteria, whatever that may be. I always thought it odd that Coldharbor and Craglorn were Faction separated. I can log into all 3 of Alliances I have characters in and go to those zones and nothing is different with them, other than the people who are around.
lordrichter wrote: »[soapbox]There is a conflict in this game between the main Molag Bal quest that threatens all Nirn and the Alliance War in Tamriel. They either had two people designing these parts of the game or one person who had a multiple personality disorder. The whole game from start to end, from level 1 to VR 14, consists of three independent game worlds that intersect ONLY in Cyrodiil and various metas like Guilds. They wanted everything to be separate, yet wanted everything to be together. Up until the player finishes the main quest, the game is merely schizophrenic. It is not until after this that things really get strange as they attempt to stay with this 3-in-1 plus Cyrodiil game concept. They really appear to love this concept but I cannot help but think the game would be 100x better if they had made a single Tamriel instead of three.[/soapbox]
As do many Guild members. When you first speak to the Mages Guild recruiter in Daggerfall:Nothing you said breaks the lore.
The guilds don't join the Alliance war, they don't take sides. As far as I know, I never saw Merric or Sees-all-Collors fighting for Covenant or Ebonheart in Cyrodiil.
But the player take a side. He is a guild member, indeed, but he works for his/her banner, for his/her Queen (AD) / High King.
We're neutral in the war between the three Alliances. While many of us in Daggerfall follow the Lion banner, when we're on Guild business we kneel to no king or queen.
Guild members can take sides too, but not when on Guild business. Coldharbour would be an instance of Guild business.I would be inclined to say that argument doesn't work. In addition to the above, in which the Guild recruiters specifically say that their members can follow the banners of the alliances, regardless of what I do in Cyrodiil, Eyevea is still the Mages Guild's safe haven away from the war. Members of all alliances are supposed to be there. Why should me fighting for DC in Cyrodiil determine that there is only DC players in Eyevea? There is no war in Eyevea, just members of the Mages Guild.Since you character engage the war, you disobey your guild, you go to Cyrodiil and start killing people from another alliance, you make them enemies taking a side. You receive a title, you grow in your aliance killing people from another faction. That's why you don't see players in all those places.Exactly. There is no point in the war, and I never chose a side. It was a coincidence that I washed up on the shores of <Faction Name Here> and became their champion. That's what Meridia tells you when you are in Coldharbour, that's what the Mages Guild and Fighters Guild believe. And for anyone who wants to follow those beliefs, they should be able to, and not have to be restricted into some alliance-bound instance in areas which are supposed to be neutral. I don't mind being alliance-bound when following the alliance story in the alliance zones. That makes complete and total sense, but there should be no such restriction on neutral content. Why is there a (game-implemented) division between alliances in neutral areas where the alliances are (lore-wise) supposed to be working together?This is a basic rule in this game, like choosing a race and receive, as a consequence, your racial passives. But, it's funny because, people choose, but can't accept the consequences (again, just because don't want to reroll). Since you choose a side, you make them enemies you have to accept the consequences of your decision. The war is in the Lore, it is in PVE and have its corollary there. If you remove the major consequence of the war (division between alliances) from the PVE; if anytime I can invite and join an adventure with a captain from Ebonheart, who made fame killing my allies in Daggerfall, or a Aldmeri Captain, who for his/her turn, made her name killing their rivals in Ebonheart, what's the point of having a war?Yes. But that shouldn't be necessary. In neutral zones where the lore states that the alliances are working together, the alliances should be able to work together.Let me ask a question: would you be willing to abandon your alliance ranking, for a cross faction PVE?I don't fight for profit, I fight to make the world a better placeOr better, since you are mercenary warrior, who fights for profit, you could fight for any alliance, anytime; this would make sense or would be interesting to you? So today, since they pay me more, I'm na EP soldier, but tomorrow, the AD bid is higher, then I fight for them...
Fighting in the war does not make the world a better place, no matter which side it is on.Bah, these "rules" make no sense. Neutral areas where only your own faction members exist? Whose stupid rule was that?Again, people only want to break the rules if they are interesting or convinient for them...
MisterBigglesworth wrote: »I would actually go several steps further...
RE: CrossfactionRE: Groupfinder
- Remove alliances outside of PVP, make everyone neutral.
- Get rid of Veteran ranks, remove Cadwell's Silver and Gold zones, make all zones 1-50 for everyone
- New players, after finishing coldharbor (or skipping it) should wash ashore the starting area based on their race
- Have the Wayshrines for all 3 starting zones available immediately
- Make choosing a faction (and, once-only, defecting to another faction) be a quest line available at level 10
- Scale everyone up to 50, thereby putting everyone in the same queue, thereby making finding a group very fast
- Put in an option for an easier difficulty mode, which can be completed with 4 dps, again faster queues
1. You mean scale half the people up and the other half down? I'm not sure I like that, but I don't usually have problems finding groups.
2. That's what normal dungeons are. They can also easily be run with 3 players.
As do many Guild members. When you first speak to the Mages Guild recruiter in Daggerfall:Nothing you said breaks the lore.
The guilds don't join the Alliance war, they don't take sides. As far as I know, I never saw Merric or Sees-all-Collors fighting for Covenant or Ebonheart in Cyrodiil.
But the player take a side. He is a guild member, indeed, but he works for his/her banner, for his/her Queen (AD) / High King.
We're neutral in the war between the three Alliances. While many of us in Daggerfall follow the Lion banner, when we're on Guild business we kneel to no king or queen.
Guild members can take sides too, but not when on Guild business. Coldharbour would be an instance of Guild business.I would be inclined to say that argument doesn't work. In addition to the above, in which the Guild recruiters specifically say that their members can follow the banners of the alliances, regardless of what I do in Cyrodiil, Eyevea is still the Mages Guild's safe haven away from the war. Members of all alliances are supposed to be there. Why should me fighting for DC in Cyrodiil determine that there is only DC players in Eyevea? There is no war in Eyevea, just members of the Mages Guild.Since you character engage the war, you disobey your guild, you go to Cyrodiil and start killing people from another alliance, you make them enemies taking a side. You receive a title, you grow in your aliance killing people from another faction. That's why you don't see players in all those places.Exactly. There is no point in the war, and I never chose a side. It was a coincidence that I washed up on the shores of <Faction Name Here> and became their champion. That's what Meridia tells you when you are in Coldharbour, that's what the Mages Guild and Fighters Guild believe. And for anyone who wants to follow those beliefs, they should be able to, and not have to be restricted into some alliance-bound instance in areas which are supposed to be neutral. I don't mind being alliance-bound when following the alliance story in the alliance zones. That makes complete and total sense, but there should be no such restriction on neutral content. Why is there a (game-implemented) division between alliances in neutral areas where the alliances are (lore-wise) supposed to be working together?This is a basic rule in this game, like choosing a race and receive, as a consequence, your racial passives. But, it's funny because, people choose, but can't accept the consequences (again, just because don't want to reroll). Since you choose a side, you make them enemies you have to accept the consequences of your decision. The war is in the Lore, it is in PVE and have its corollary there. If you remove the major consequence of the war (division between alliances) from the PVE; if anytime I can invite and join an adventure with a captain from Ebonheart, who made fame killing my allies in Daggerfall, or a Aldmeri Captain, who for his/her turn, made her name killing their rivals in Ebonheart, what's the point of having a war?Yes. But that shouldn't be necessary. In neutral zones where the lore states that the alliances are working together, the alliances should be able to work together.Let me ask a question: would you be willing to abandon your alliance ranking, for a cross faction PVE?I don't fight for profit, I fight to make the world a better placeOr better, since you are mercenary warrior, who fights for profit, you could fight for any alliance, anytime; this would make sense or would be interesting to you? So today, since they pay me more, I'm na EP soldier, but tomorrow, the AD bid is higher, then I fight for them...
Fighting in the war does not make the world a better place, no matter which side it is on.Bah, these "rules" make no sense. Neutral areas where only your own faction members exist? Whose stupid rule was that?Again, people only want to break the rules if they are interesting or convinient for them...
These are the game rules. You don't like it, you have the right to quit. I don't like MMO, and for me and most of the TES fans, making TES a MMO was wrong and was a pure business decision. But I don't come here claiming to this game becomes a cooperative RPG, for instance. IMO it is very self-centered and selfish asking to change the rules affecting decisions, choices and time spent of thousands of people just because they displease you. Yeah, displease, because everyone has the option to play with players from another faction, it's just a matter of making another toon (you have 8 slots for that).
You choose a side as soon as you create a character, when you start doing your faction quests, and when you first go to Cyrodiil and start receving order from a Warlord. You swore to obbey your king or your queen in all these. As a player you cannot accept that, but as a character in a game, you accept.
The exceptions are the main quest, the guild quests, etc. That's why you are an execption and they are most solo ones. Coldharbor is a cross faction area? Yep, but not for Alliance soldiers...
How many centurions or captains Jorunn, the Skald-King, for instance, sent to Oblivion to defeat Molag Baal. No alliance soldier was sent there, so in the context of the story, you alone was the only one "soldier" sent, and not an army of thousands of people from different factions. That's why from the story perspective, you are an exception, and we can't see players from other factions (would ruin the immersion).
You don't fight for profit? I don't know if this commentary was sarcastic or naive... So everytime you do a fighters guild quest, gain some gold, donate your money.
If you don't like mmo go play Skyrim. ESO is still far behind normal single player rpg as RPG game. It is just mmo with TES lore.
I'm asking for the gameplay of the neutral zones to reflect the established lore of the neutral zones, which sees alliance members working together. It's a server-based rule, not a lore-based rule, that is keeping them separated. It doesn't help that it was heavily implied (even if not actually intended) before launch that cross-faction would be possible post-50.These are the game rules. You don't like it, you have the right to quit. I don't like MMO, and for me and most of the TES fans, making TES a MMO was wrong and was a pure business decision. But I don't come here claiming to this game becomes a cooperative RPG, for instance. IMO it is very self-centered and selfish asking to change the rules affecting decisions, choices and time spent of thousands of people just because they displease you. Yeah, displease, because everyone has the option to play with players from another faction, it's just a matter of making another toon (you have 8 slots for that).As do many Guild members. When you first speak to the Mages Guild recruiter in Daggerfall:Nothing you said breaks the lore.
The guilds don't join the Alliance war, they don't take sides. As far as I know, I never saw Merric or Sees-all-Collors fighting for Covenant or Ebonheart in Cyrodiil.
But the player take a side. He is a guild member, indeed, but he works for his/her banner, for his/her Queen (AD) / High King.
We're neutral in the war between the three Alliances. While many of us in Daggerfall follow the Lion banner, when we're on Guild business we kneel to no king or queen.
Guild members can take sides too, but not when on Guild business. Coldharbour would be an instance of Guild business.I would be inclined to say that argument doesn't work. In addition to the above, in which the Guild recruiters specifically say that their members can follow the banners of the alliances, regardless of what I do in Cyrodiil, Eyevea is still the Mages Guild's safe haven away from the war. Members of all alliances are supposed to be there. Why should me fighting for DC in Cyrodiil determine that there is only DC players in Eyevea? There is no war in Eyevea, just members of the Mages Guild.Since you character engage the war, you disobey your guild, you go to Cyrodiil and start killing people from another alliance, you make them enemies taking a side. You receive a title, you grow in your aliance killing people from another faction. That's why you don't see players in all those places.Exactly. There is no point in the war, and I never chose a side. It was a coincidence that I washed up on the shores of <Faction Name Here> and became their champion. That's what Meridia tells you when you are in Coldharbour, that's what the Mages Guild and Fighters Guild believe. And for anyone who wants to follow those beliefs, they should be able to, and not have to be restricted into some alliance-bound instance in areas which are supposed to be neutral. I don't mind being alliance-bound when following the alliance story in the alliance zones. That makes complete and total sense, but there should be no such restriction on neutral content. Why is there a (game-implemented) division between alliances in neutral areas where the alliances are (lore-wise) supposed to be working together?This is a basic rule in this game, like choosing a race and receive, as a consequence, your racial passives. But, it's funny because, people choose, but can't accept the consequences (again, just because don't want to reroll). Since you choose a side, you make them enemies you have to accept the consequences of your decision. The war is in the Lore, it is in PVE and have its corollary there. If you remove the major consequence of the war (division between alliances) from the PVE; if anytime I can invite and join an adventure with a captain from Ebonheart, who made fame killing my allies in Daggerfall, or a Aldmeri Captain, who for his/her turn, made her name killing their rivals in Ebonheart, what's the point of having a war?Yes. But that shouldn't be necessary. In neutral zones where the lore states that the alliances are working together, the alliances should be able to work together.Let me ask a question: would you be willing to abandon your alliance ranking, for a cross faction PVE?I don't fight for profit, I fight to make the world a better placeOr better, since you are mercenary warrior, who fights for profit, you could fight for any alliance, anytime; this would make sense or would be interesting to you? So today, since they pay me more, I'm na EP soldier, but tomorrow, the AD bid is higher, then I fight for them...
Fighting in the war does not make the world a better place, no matter which side it is on.Bah, these "rules" make no sense. Neutral areas where only your own faction members exist? Whose stupid rule was that?Again, people only want to break the rules if they are interesting or convinient for them...
You choose a side as soon as you create a character, when you start doing your faction quests, and when you first go to Cyrodiil and start receving order from a Warlord. You swore to obbey your king or your queen in all these. As a player you cannot accept that, but as a character in a game, you accept.
The exceptions are the main quest, the guild quests, etc. That's why you are an execption and they are most solo ones. Coldharbor is a cross faction area? Yep, but not for Alliance soldiers...
How many centurions or captains Jorunn, the Skald-King, for instance, sent to Oblivion to defeat Molag Baal. No alliance soldier was sent there, so in the context of the story, you alone was the only one "soldier" sent, and not an army of thousands of people from different factions. That's why from the story perspective, you are an exception, and we can't see players from other factions (would ruin the immersion).
You don't fight for profit? I don't know if this commentary was sarcastic or naive... So everytime you do a fighters guild quest, gain some gold, donate your money.
I'm asking for the gameplay of the neutral zones to reflect the established lore of the neutral zones, which sees alliance members working together. It's a server-based rule, not a lore-based rule, that is keeping them separated. It doesn't help that it was heavily implied (even if not actually intended) before launch that cross-faction would be possible post-50.These are the game rules. You don't like it, you have the right to quit. I don't like MMO, and for me and most of the TES fans, making TES a MMO was wrong and was a pure business decision. But I don't come here claiming to this game becomes a cooperative RPG, for instance. IMO it is very self-centered and selfish asking to change the rules affecting decisions, choices and time spent of thousands of people just because they displease you. Yeah, displease, because everyone has the option to play with players from another faction, it's just a matter of making another toon (you have 8 slots for that).As do many Guild members. When you first speak to the Mages Guild recruiter in Daggerfall:Nothing you said breaks the lore.
The guilds don't join the Alliance war, they don't take sides. As far as I know, I never saw Merric or Sees-all-Collors fighting for Covenant or Ebonheart in Cyrodiil.
But the player take a side. He is a guild member, indeed, but he works for his/her banner, for his/her Queen (AD) / High King.
We're neutral in the war between the three Alliances. While many of us in Daggerfall follow the Lion banner, when we're on Guild business we kneel to no king or queen.
Guild members can take sides too, but not when on Guild business. Coldharbour would be an instance of Guild business.I would be inclined to say that argument doesn't work. In addition to the above, in which the Guild recruiters specifically say that their members can follow the banners of the alliances, regardless of what I do in Cyrodiil, Eyevea is still the Mages Guild's safe haven away from the war. Members of all alliances are supposed to be there. Why should me fighting for DC in Cyrodiil determine that there is only DC players in Eyevea? There is no war in Eyevea, just members of the Mages Guild.Since you character engage the war, you disobey your guild, you go to Cyrodiil and start killing people from another alliance, you make them enemies taking a side. You receive a title, you grow in your aliance killing people from another faction. That's why you don't see players in all those places.Exactly. There is no point in the war, and I never chose a side. It was a coincidence that I washed up on the shores of <Faction Name Here> and became their champion. That's what Meridia tells you when you are in Coldharbour, that's what the Mages Guild and Fighters Guild believe. And for anyone who wants to follow those beliefs, they should be able to, and not have to be restricted into some alliance-bound instance in areas which are supposed to be neutral. I don't mind being alliance-bound when following the alliance story in the alliance zones. That makes complete and total sense, but there should be no such restriction on neutral content. Why is there a (game-implemented) division between alliances in neutral areas where the alliances are (lore-wise) supposed to be working together?This is a basic rule in this game, like choosing a race and receive, as a consequence, your racial passives. But, it's funny because, people choose, but can't accept the consequences (again, just because don't want to reroll). Since you choose a side, you make them enemies you have to accept the consequences of your decision. The war is in the Lore, it is in PVE and have its corollary there. If you remove the major consequence of the war (division between alliances) from the PVE; if anytime I can invite and join an adventure with a captain from Ebonheart, who made fame killing my allies in Daggerfall, or a Aldmeri Captain, who for his/her turn, made her name killing their rivals in Ebonheart, what's the point of having a war?Yes. But that shouldn't be necessary. In neutral zones where the lore states that the alliances are working together, the alliances should be able to work together.Let me ask a question: would you be willing to abandon your alliance ranking, for a cross faction PVE?I don't fight for profit, I fight to make the world a better placeOr better, since you are mercenary warrior, who fights for profit, you could fight for any alliance, anytime; this would make sense or would be interesting to you? So today, since they pay me more, I'm na EP soldier, but tomorrow, the AD bid is higher, then I fight for them...
Fighting in the war does not make the world a better place, no matter which side it is on.Bah, these "rules" make no sense. Neutral areas where only your own faction members exist? Whose stupid rule was that?Again, people only want to break the rules if they are interesting or convinient for them...
You choose a side as soon as you create a character, when you start doing your faction quests, and when you first go to Cyrodiil and start receving order from a Warlord. You swore to obbey your king or your queen in all these. As a player you cannot accept that, but as a character in a game, you accept.
The exceptions are the main quest, the guild quests, etc. That's why you are an execption and they are most solo ones. Coldharbor is a cross faction area? Yep, but not for Alliance soldiers...
How many centurions or captains Jorunn, the Skald-King, for instance, sent to Oblivion to defeat Molag Baal. No alliance soldier was sent there, so in the context of the story, you alone was the only one "soldier" sent, and not an army of thousands of people from different factions. That's why from the story perspective, you are an exception, and we can't see players from other factions (would ruin the immersion).
You don't fight for profit? I don't know if this commentary was sarcastic or naive... So everytime you do a fighters guild quest, gain some gold, donate your money.
I may be Emeric's champion, but he agreed with me and Galerion that working together with the other factions in Coldharbour under the Guild's leadership is the best course of action. I may have sworn allegiance to him, but he specifically sanctions the alliances working together under the Guilds, as do the other two leaders. Sure they said they wouldn't send any soldiers, but they do allow the Guild members to go. Emeric sent me, as his champion, into Coldharbour to work with other Guild members.
From the story perspective, other players are not the champions of their factions, because you are the only champion. This is just like in the alliance territories. When you work together with other players there, you are working with adventurers, not other champions. The same would apply in Coldharbour; just members of the Guilds working together with you, the only champion. There is no way to know whether, as players, they are also soldiers who fight in Cyrodiil, because, as characters in Coldharbour, they are on Guild business, and when we're on Guild business we kneel to no king or queen.
Not fighting for profit was a role-play statement, but also reflects my attitude to in-game gold. I have no idea how much gold I have, and don't really care. If I can't afford something, I don't try to specifically earn enough to buy it, I just carry on without it.
I answer you blamig ESO for being mmo. It's mmo from the all concpets. Its core is mmo and TES lore is addition to mmo core.
I don't see these two as lore breaks because;having a unique kind of vampire, || having hundreds of diferent emperors
Put a pay wall on it for serious dough and ignore the QQ. At least the DLC would pay for all of the development costs including bug fixing, paid vacations, and other fun.
Unverganglich wrote: »I don't really think it matters (in regards to OP) since a lot of the quests seem very similar throughout each playthrough. Subtle detail and location differences, but in essence it's the same quests copied across the three alliances, all sharing the same main story.
MisterBigglesworth wrote: »I would actually go several steps further...
RE: CrossfactionRE: Groupfinder
- Remove alliances outside of PVP, make everyone neutral.
- Get rid of Veteran ranks, remove Cadwell's Silver and Gold zones, make all zones 1-50 for everyone
- New players, after finishing coldharbor (or skipping it) should wash ashore the starting area based on their race
- Have the Wayshrines for all 3 starting zones available immediately
- Make choosing a faction (and, once-only, defecting to another faction) be a quest line available at level 10
- Scale everyone up to 50, thereby putting everyone in the same queue, thereby making finding a group very fast
- Put in an option for an easier difficulty mode, which can be completed with 4 dps, again faster queues
This is how ESO should've been!
I remember how disappointed I was hearing that they were doing the whole faction thing.
Don't get me wrong I like the PvP but I think picking a faction while in game would've been better.
I remain of the opinion that if the Alliance militaries allow their soldiers to join the Guilds, they then cannot object when those soldiers decide to work together with the enemy on Guild business. That's what the Guilds do, and if the Alliances had an issue with it, you wouldn't be able to join the Guilds once you'd joined the war. Beyond that, the war is only in Cyrodiil; outside of a battlefield, animosity may remain, but a soldier has no business killing other people outside of the warzone.I'm asking for the gameplay of the neutral zones to reflect the established lore of the neutral zones, which sees alliance members working together. It's a server-based rule, not a lore-based rule, that is keeping them separated. It doesn't help that it was heavily implied (even if not actually intended) before launch that cross-faction would be possible post-50.These are the game rules. You don't like it, you have the right to quit. I don't like MMO, and for me and most of the TES fans, making TES a MMO was wrong and was a pure business decision. But I don't come here claiming to this game becomes a cooperative RPG, for instance. IMO it is very self-centered and selfish asking to change the rules affecting decisions, choices and time spent of thousands of people just because they displease you. Yeah, displease, because everyone has the option to play with players from another faction, it's just a matter of making another toon (you have 8 slots for that).As do many Guild members. When you first speak to the Mages Guild recruiter in Daggerfall:Nothing you said breaks the lore.
The guilds don't join the Alliance war, they don't take sides. As far as I know, I never saw Merric or Sees-all-Collors fighting for Covenant or Ebonheart in Cyrodiil.
But the player take a side. He is a guild member, indeed, but he works for his/her banner, for his/her Queen (AD) / High King.
We're neutral in the war between the three Alliances. While many of us in Daggerfall follow the Lion banner, when we're on Guild business we kneel to no king or queen.
Guild members can take sides too, but not when on Guild business. Coldharbour would be an instance of Guild business.I would be inclined to say that argument doesn't work. In addition to the above, in which the Guild recruiters specifically say that their members can follow the banners of the alliances, regardless of what I do in Cyrodiil, Eyevea is still the Mages Guild's safe haven away from the war. Members of all alliances are supposed to be there. Why should me fighting for DC in Cyrodiil determine that there is only DC players in Eyevea? There is no war in Eyevea, just members of the Mages Guild.Since you character engage the war, you disobey your guild, you go to Cyrodiil and start killing people from another alliance, you make them enemies taking a side. You receive a title, you grow in your aliance killing people from another faction. That's why you don't see players in all those places.Exactly. There is no point in the war, and I never chose a side. It was a coincidence that I washed up on the shores of <Faction Name Here> and became their champion. That's what Meridia tells you when you are in Coldharbour, that's what the Mages Guild and Fighters Guild believe. And for anyone who wants to follow those beliefs, they should be able to, and not have to be restricted into some alliance-bound instance in areas which are supposed to be neutral. I don't mind being alliance-bound when following the alliance story in the alliance zones. That makes complete and total sense, but there should be no such restriction on neutral content. Why is there a (game-implemented) division between alliances in neutral areas where the alliances are (lore-wise) supposed to be working together?This is a basic rule in this game, like choosing a race and receive, as a consequence, your racial passives. But, it's funny because, people choose, but can't accept the consequences (again, just because don't want to reroll). Since you choose a side, you make them enemies you have to accept the consequences of your decision. The war is in the Lore, it is in PVE and have its corollary there. If you remove the major consequence of the war (division between alliances) from the PVE; if anytime I can invite and join an adventure with a captain from Ebonheart, who made fame killing my allies in Daggerfall, or a Aldmeri Captain, who for his/her turn, made her name killing their rivals in Ebonheart, what's the point of having a war?Yes. But that shouldn't be necessary. In neutral zones where the lore states that the alliances are working together, the alliances should be able to work together.Let me ask a question: would you be willing to abandon your alliance ranking, for a cross faction PVE?I don't fight for profit, I fight to make the world a better placeOr better, since you are mercenary warrior, who fights for profit, you could fight for any alliance, anytime; this would make sense or would be interesting to you? So today, since they pay me more, I'm na EP soldier, but tomorrow, the AD bid is higher, then I fight for them...
Fighting in the war does not make the world a better place, no matter which side it is on.Bah, these "rules" make no sense. Neutral areas where only your own faction members exist? Whose stupid rule was that?Again, people only want to break the rules if they are interesting or convinient for them...
You choose a side as soon as you create a character, when you start doing your faction quests, and when you first go to Cyrodiil and start receving order from a Warlord. You swore to obbey your king or your queen in all these. As a player you cannot accept that, but as a character in a game, you accept.
The exceptions are the main quest, the guild quests, etc. That's why you are an execption and they are most solo ones. Coldharbor is a cross faction area? Yep, but not for Alliance soldiers...
How many centurions or captains Jorunn, the Skald-King, for instance, sent to Oblivion to defeat Molag Baal. No alliance soldier was sent there, so in the context of the story, you alone was the only one "soldier" sent, and not an army of thousands of people from different factions. That's why from the story perspective, you are an exception, and we can't see players from other factions (would ruin the immersion).
You don't fight for profit? I don't know if this commentary was sarcastic or naive... So everytime you do a fighters guild quest, gain some gold, donate your money.
I may be Emeric's champion, but he agreed with me and Galerion that working together with the other factions in Coldharbour under the Guild's leadership is the best course of action. I may have sworn allegiance to him, but he specifically sanctions the alliances working together under the Guilds, as do the other two leaders. Sure they said they wouldn't send any soldiers, but they do allow the Guild members to go. Emeric sent me, as his champion, into Coldharbour to work with other Guild members.
From the story perspective, other players are not the champions of their factions, because you are the only champion. This is just like in the alliance territories. When you work together with other players there, you are working with adventurers, not other champions. The same would apply in Coldharbour; just members of the Guilds working together with you, the only champion. There is no way to know whether, as players, they are also soldiers who fight in Cyrodiil, because, as characters in Coldharbour, they are on Guild business, and when we're on Guild business we kneel to no king or queen.
Not fighting for profit was a role-play statement, but also reflects my attitude to in-game gold. I have no idea how much gold I have, and don't really care. If I can't afford something, I don't try to specifically earn enough to buy it, I just carry on without it.
The reason why we don't have a cross faction PVE may be the servers, and if it is, we probably never will have, but that not contradict the fact that having hundred of players, soldiers, captains, centurians, warlords, etc. running dungeons or in a group with their enemies (people we killed in the PVP, everytime, sometimes few minutes before doing a dungeon...) while fighting the war (war which we are all engaged in the context), it's a lore break. Do you do RP and can't see that? Strange... I do RP in this game and the only characters I would accept this idea would be with the toons who never went to Cyrodiil.
ESO already broke the lore so many times (having a unique kind of vampire, the vegetation and climate in Cyrodiil, having hundreds of diferent emperors, etc., etc., etc.). Your signature has the UESP pages right? You know things like that are discussed there all the time (how ESO broke the lore in so many ways, making thousands of exceptions or filling in unusual ways blank piece of history...).
And when I said, a mercenary who fights for profit, gold, etc., I was questioning the players motivation in asking for this in PVE and not in PVP. And again, if you do RP, you know Fighters Guild (I was specific in that moment) have contracts and they have to be paid to fulfill these contracts... Read the "History of the Fighters Guild" or any definition in game for NPC's and see if their purpose is making nirn a better place.
To me the hand-holding dictation of who your character is and what his or her motivations are is ridiculous. The players can be trusted to chose their own path. Riding the lore like a rail or just punching the meanest thing you can find right in its ugly face should be the players' decision.
We all spend our free time in this world, we should be allowed to decide how.
I rather wait longer until I find a group than team up with the enemy It would break immersion for sure. Not worth it in my opinion.
Do you think ESO should offer cross faction dungeon access? It shouldn't have impact on pvp so I don't see any obstacles.
Zenimax if you wish you can sell it as DLC I will pay for it :P
Korah_Eaglecry wrote: »Do you think ESO should offer cross faction dungeon access? It shouldn't have impact on pvp so I don't see any obstacles.
Zenimax if you wish you can sell it as DLC I will pay for it :P
No. Infact I cant stand the fact that theres cross Faction Guilds. At first it sounded good but when you start to think about going into Cyrodiil to fight for your faction it kind of becomes senseless when you realize another Guildie could be on the other side. It loses that immersion.
The Tamriel is at war. And it doesnt matter if youre delve and dungeon diving or toeing the line in Cyrodiil. Simple as that. Faction to faction youre at war.