Best thing I've seen all weekZOS_RichLambert wrote: »/lurk
ZOS_RichLambert wrote: »/lurk
Dagoth_Rac wrote: »Yes. But only in instanced dungeons and Trials. I don't think you should be teaming up cross-faction to help some miner find his lost pick axe..
Korah_Eaglecry wrote: »And I could careless if youre growing tired of hearing the immersion argument. The game has a setting and needs to stay consistent if it means to tell a story.
It is nice you want to play with more people but you can't throw out the whole story to do so. Lore is important to this game.
ZOS_RichLambert wrote: »/lurk
@GOREKIN Since you seem to be on the side of "the lore", I was just wondering your opinion on the posts already on this thread about why it is more lore-breaking than lore-friendly to keep factions apart for content that is considered neutral.No,
Factions are apart of the game. It is in the lore of this game. Soon PVP and PVE going to crash into each other. It is nice you want to play with more people but you can't throw out the whole story to do so. Lore is important to this game. The story line is one thing that makes this game so great.
For example: The Imperial City
You are DC and you fight EP and AD to get into the city so you can play in the new PVE dungeons. When you get inside should those EP and AD be able to join ya as friends in the Dungeon? Should you all just have a group hug even though they made it hell for to get into the dungeon in the first place?
Race is not a matter of faction since you buy an item that lets you play any race. Factions do not like each other at all in the lore of this game. This is why cadwell trys to have you understand the other points of views. This other factions but in the end it doesn't work.
Maybe in the future the factions will work together but then PVP would be out the door.
One thing Zos could do is let people change faction once. It would make sense at the end of Gold that you get a chance to change your faction. Maybe you learn that DC are mean and you want AD.
I hope all this make sense.
Assuming that it is technically possible to do cross-faction PvE, it would be lore-friendly in the following situations:
(beware minor spoilers)
- Coldharbour: All three alliance leaders have sanctioned the Guild invasion, so it would make sense for members of all alliances to be there.
- Craglorn: This zone is politically neutral with no fealty to any alliance.The Star-Gazers are searching for help against the Celestials in each Alliance Capital, so it would make sense for members of all alliances to respond.
- Group Dungeons and Trials: All of these are organised by the Undaunted, who take members from all factions, so any Undaunted should be able to group with any other Undaunted to tackle it.
- Eyevea and the Earth Forge:Members of the Mages Guild and Fighters Guild come from all alliances, and these are their safe zones, so people from all alliances will be there.
[...] all of these places are Neutral Zones, so there is absolutely no reason for factions to be separated.
Imperial City is within Cyrodiil, and therefore most likely follows the established lore for Cyrodiil - the alliances at war. But you haven't addressed all the neutral guild stuff that I mentioned above. People are mainly asking for cross-faction PvE in zones where content is neutral, not in zones where faction interests are important.With The Imperial City having both pvp and pve elements it has to match up.
I don't agree. Cross-Faction in somewhere like Craglorn is even more important now as less people per alliance are in that zone. If it was cross-faction, you would have three times the number of potential group members than you do currently, and that number will only reduce as more content comes out. But I don't really care for the grouping and gameplay reasons, just the lore. ZOS has specifically established the "working together" vibe for Coldharbour, and yet we can't. ZOS has specifically established the "neutral in the war" status for the Mages Guild and Fighters Guild, and yet everyone in Eyevea is from my alliance. Here's a repeat of my post of how ZOS has broken their own lore by keeping factions separate:To vote on this now seems a little too late for the content. It will be the new things people will want more people to group with.
- At the start of the Coldharbour story chain, there's two whole quests to get the Alliances working together, and the result of those quests is that the leaders approve the mission, led by the Guilds. So why can't I, as a member of those Guilds (or an independent adventurer), meet up with any other member of those guilds (or independent adventurer) while in Coldharbour? Not having cross-faction here breaks the lore they specifically established for this region.
- Craglorn swears fealty to no alliance. The Star-Gazer Heralds are looking for assistance against the Celestial threat in all three Alliance capitals. If I answer the call in Wayrest, someone else will answer the call in Elden Root. The premise of Craglorn is specifically about working with others to defeat this great threat, so why can't I work with anyone who answers the call for assistance? Not having cross-faction here breaks the lore they specifically established for this region.
- Eyevea is a location the Mages Guild has found which is specifically stated to be for members of all alliances to meet up and pursue Guild activities without the shadow of the war looming over them. So why are there no members from other alliances there? Not having cross-faction here breaks the lore they specifically established for this faction and region.
- The Earth Forge is a secret Fighters Guild location where members can train with each other away from the shackles of the war. Why then are there only people from my alliance there? Not having cross-faction here breaks the lore they specifically established for this faction.
- The Undaunted are a group of adventurers who travel Tamriel looking for adventure. They take members from all alliances, as the only requirement is a penchant for dangerous adventure. Why does nobody from any other alliances have this penchant for adventure? Not having cross-faction here breaks the lore they specifically established for this faction.
It is nice you want to play with more people but you can't throw out the whole story to do so. Lore is important to this game.
You can already be in the same guild with the people you fight in cyrodiil. If that does not 'throw the whole story out' already, then being able to go to dungeon with them won't either. Just my humble opinion.
@Seth_Black Did you miss all of the Neutral Zones comments? Working together on neutral content with neutral parties would not affect your faction in Cyrodiil.Seth_Black wrote: »to all who voted YES:
IF your stupid 'demand' would be valid at any point, ZOS should remove factions and close Cyrodiil too...
@Seth_Black Did you miss all of the Neutral Zones comments? Working together on neutral content with neutral parties would not affect your faction in Cyrodiil.
Because in dungeons, you are not working for your faction, you are working together with a group of people (Undaunted) who share an interest in dungeon-delving, and that group takes members from all alliances. When in dungeons (and other neutral places), you are not wearing the hat of "faction champion", you are wearing the hat of "adventurer", and are looking for other "adventurers" to complete the content with. Same goes for Craglorn.Seth_Black wrote: »@Seth_Black Did you miss all of the Neutral Zones comments? Working together on neutral content with neutral parties would not affect your faction in Cyrodiil.
As it states in the main question: Do you think ESO should offer cross faction dungeon access?
Many players would agree, that PvP and PvE content should have full faction split without exceptions, so overall feeling of your faction allegiance stays intact. We are still AT WAR and till game moves on to the next step past Cyrodiil war it breaks immersion completely. AFTER finishing the war (if it ever happens) there won't be peace anyway ...we will have another conflict soon there CAN'T be peace ...that would be ending good for a single-player game
Every single quest in own faction zones shows us preparations for that war ...why should we team up with any other faction in dungeons? It doesn't make any sense at this point at all.
@Seth_Black Is the player-base in general really that much of a jerk? Why would you sabotage your own dungeon run? And it's not just for RP; as others have said, it makes the potential group pool larger and therefore aids general gameplay.Seth_Black wrote: »@Enodoc
That's STRONG RP we're talking about.
What's the % of RP players in ESO? 5%? 10%?
Rest understands one thing: hatered, rage and war (that's three - I KNOW)
So let's say for the sake of the argument I'm getting into group with three DC players as EP dps
...and I don't get heals, they let me die all the time - just for fun
And then I'll join another group as TANK ...and somehow start forgetting how to taunt?
After that fun run I can always become healer-killer because why not? Healing staff hurts things too, right?
...do you see where I'm going with this?
In theory every idea is great - like nice delicious cake ...but then you must add critical ingredient (players) and from that point onward whatever you would do it tastes like s**t anyway.
There IS faction pride in players, just look at trial leader board posts and how they trash each other ...and still you would like to see them in one place following same goal?
I don't believe in miracles like this ...not in MMOs