> force player to choose only one guild > improves family-feeling and affiliation feeling
> make it impossible to join cross-faction-guilds
I can see what you're saying here and I know the feeling from SWTOR when you're on the larger planets of having more open areas and less civilised areas.> make the worlds/areas in Tamriel have less "cultural', "archaeological', human-made 'constructions" (that probably are intended to help player orient. These "constructions" in the wilderness diminish a lot the immersion during the exploration (for me at least). My favorite area is THE RIFT, which looks much more like any area on our planet Earth.. much more realistic and immersive...
i just think, the areas are too much clustered with those "constructions"; take inspiration from GW2 (?)
> Cyrodiil on the other hand is too empty; it should have more rewarding PVE/PVP-activities , which would spread population further
> force player to choose only one guild > improves family-feeling and affiliation feeling
> make it impossible to join cross-faction-guilds
These can be managed by players seeking that immersion themselves, there is no need to enforce it game wide.
I have known guild with rules that it can be your only primary guild for PvE/PvP content to make sure players are active in their guilds not running off to others.I can see what you're saying here and I know the feeling from SWTOR when you're on the larger planets of having more open areas and less civilised areas.> make the worlds/areas in Tamriel have less "cultural', "archaeological', human-made 'constructions" (that probably are intended to help player orient. These "constructions" in the wilderness diminish a lot the immersion during the exploration (for me at least). My favorite area is THE RIFT, which looks much more like any area on our planet Earth.. much more realistic and immersive...
i just think, the areas are too much clustered with those "constructions"; take inspiration from GW2 (?)
I think this is probably just down to the open areas without much in them are wasted as most players don't think this way.
At the same time I think as you say below about Cyrodiil this zone is the perfect size but lacks anything enjoyable in the exploration. I understand it' a PvP zone primarily and the focus should be on PvP areas such as keeps etc. but early in the game I was searching every corner of the map for interesting little things and sadly wasn't rewarded with much.> Cyrodiil on the other hand is too empty; it should have more rewarding PVE/PVP-activities , which would spread population further
I'm afraid i'm not sold on the idea of limiting players to choose one guild either. I get your point about feeling part of something personal. But this is probably best left to the player to manage. Maybe some people are strictly one-guild folk anyway? It's all about choice, and the freedom to let people choose what they want.> force player to choose only one guild > improves family-feeling and affiliation feeling
> make it impossible to join cross-faction-guilds
This is a tricky one. I get your point about clutter, and some 'constructions' can appear quite close together. This might have something to do with the scale of the map though. I quite like the idea of something being reclaimed by wilderness, and stumbling across something once lost (as much as something can be lost in an MMO). Archaeological 'stuff' can be non-human in origin or influence of course, but that's another topic altogether. I really like finding those little paths that weave across a forest floor that lead to something surprising... a back pack, chest, random note, a stash of supplies, etc.> make the worlds/areas in Tamriel have less "cultural', "archaeological', human-made 'constructions" (that probably are intended to help player orient. These "constructions" in the wilderness diminish a lot the immersion during the exploration (for me at least). My favorite area is THE RIFT, which looks much more like any area on our planet Earth.. much more realistic and immersive...
i just think, the areas are too much clustered with those "constructions"; take inspiration from GW2 (?)
> force player to choose only one guild > improves family-feeling and affiliation feeling
> make it impossible to join cross-faction-guilds
> make the worlds/areas in Tamriel have less "cultural', "archaeological', human-made 'constructions" (that probably are intended to help player orient. These "constructions" in the wilderness diminish a lot the immersion during the exploration (for me at least). My favorite area is THE RIFT, which looks much more like any area on our planet Earth.. much more realistic and immersive...
i just think, the areas are too much clustered with those "constructions"; take inspiration from GW2 (?)
> Cyrodiil on the other hand is too empty; it should have more rewarding PVE/PVP-activities , which would spread population further