This is not a thread to discuss whether you like or dislike the new system announced at E3. This is a thread to discuss ideas about how to make this system work for everyone, and how to improve the potential design.
In brief, One Tamriel proposes:
- Remove level restrictions
- Remove faction limitations
- Remove most content restrictions
Coming this fall...
So, with that announced I would like to address some immediate concerns and ideas that might help to ensure this new system rolls out as smoothly as possible, and with as much to offer to the most players possible.
Full PVP Phasing:
- Flag yourself for PVP and find yourself in an instanced phase of the Megaserver populated only by other players that also flagged for PVP. In this PVP-only phase, any player can attack any other player at any time.
- Additional toggle for "friendly fire" which will prevents damage to one's own faction or group by default.
- Attacking another player within sight of a guard or NPC flagged as "reports crimes" will earn you a bounty, and killing another player you attacked first will, if you are seen, result in a higher bounty and "kill on sight" status.
- PVP justice system components available when phased in PVP instance of Tamriel. Guard faction much like Alliance War skill line, allows bounty quests and rewards a percent of the bounty the target is wanted for as a bonus.
- If you kill a player that has a bounty greater than a certain threshold, you will not get the bounty for being seen attacking first. If their bounty is above the "kill on site" threshold, you will not get bounty/kill on site yourself for killing them after attacking first.
- Option to display target's current bounty in the name plates/target frame.
- Player kills and certain mission objectives reward Alliance Points when phased in PVP (see Alliance War Revamp).
Full Content Scaling:- Any zone will function as DLC zones do currently. Players are scaled up to content CP cap (currently cp160), and all material drops are scaled to your skill in that crafting profession.
- Option to turn off material scaling. Allows you to farm lower level materials without resetting point allocations in crafting.
- Re-balance scaling so lower level players do not end up with overblown stats. Gear scales proportionally, meaning wearing level 20 green gear at level 20 will provide the same stats as level green cp160 gear would for a cp160 player when the level 20 player is scaled. No more low level advantage and people intentionally under-leveling to twink stats.
- XP gains balanced across all scaled content.
Alliance War Revamp:- Allow all characters to align themselves with the faction of their choosing.
- Aligning with a faction (from quest giver in capital city) will open up unique daily missions and token system, with unique purchasable (and dropped from quest rewards) rewards. Specifically, faction-unique styled gear sets, and chance to drop faction motif chapters and crafting items in reward bags.
- Unique infiltration missions to sabotage resources, steal intelligence, take out enemy (NPC) targets, etc., take you to other faction zones to perform tasks of strategic import.
- In addition to above reward boxes and alliance tokens, earn AP for completion of faction repeat quests at a rate comparable to normal PVP play. In other words, after a week of doing alliance quest content, earn a comparable amount of AP to a similar week of PVP play.
- Betrayal system - Possible to betray you current faction. Will no longer be able to equip faction-specific sets, which creates uniqueness and faction loyalty. Also incur bounty, and cannot join another faction for a prescribed period (three days?).
- Amnesty/Asylum - May register with another faction to change factions (same 3-day wait) and not incur the bounty.
Brotherhood without Banners:- Unique faction available to players with no faction. Unique rogue/sell-sword style rewards, unique missions (provisioning, crafting, etc.) ties to Dark Brotherhood and Thieves Guild, opening cross-faction infiltration, assassination and espionage type missions.
- Non-faction players have their own bases and wayshrines in Cyrodiil and are attackable by any faction-aligned players. They may not capture resources however gain increased AP from killing NPC defenders.
- Non-faction players also gain AP through repeat missions similar to Alliance missions.
Player Housing:- Unique housing opportunities based on current faction and standing with said faction.
These are just some tentative ideas for how the game could evolve moving forward.
All constructive input and feedback welcome!
Edited by Phinix1 on July 24, 2016 7:07AM