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Feedback (Remove Factions and seperate PvP from PvE) - called New Tamriel

NewBlacksmurf
NewBlacksmurf
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As of the release of One Tamriel, I've always felt the factions, PvP to PvE relationship, Guilds were off and no longer logical.

I've posted a few different ideas, so this is my recent as of Summerset Chapter pending release....

My suggestions:

-Completely remove the faction choice from the character creation screen.
-Completely remove faction from Guilds (read on)
-Separate the effects of any and all spells, attributes in PvP compared to PvE

More on each:

-Completely remove the faction choice from the character creation screen.

I do believe factions are an important part of gameplay, the story for Pve and PvP however, with the changes years back, which are good....the faction choice seems displaced.
I can't speak for everyone, but I'd imagine the faction choice is most meaningful in two instances.
1. Entering a PvP campaign (a meaningful choice should be required)

-This choice would reset upon the expiration of the chosen campaign
-Open to Dev decision on whether this should apply account wide

2. Progressing in the PvE story, (no spoilers) but there is a point where a meaningful choice would need to occur, however, my opinion is the two should always remain separate as the PvE story in an open game should not impact the PvP portion unless said player prefers that interaction. This is to continue to encourage us to play with others with options to change who we play with.

-Along with this....if the devs are open to it, I'd suggest a PvE version of Cyrodil and Imperial City would exist in a very different format broken into three obvious zones.
-Open to dev decision on whether a permanent choice would apply in this PvE version but i'd suggest to use a campaign logic to make all interactions simple. Player choses campaign that is PvE, PvP.
-NPCs would be who we'd interact with an against keeping primarily the quests and concepts in tact but drastically adjusting rewards and I'd say completely removing AP from any PvE versions and replacing with random world drops that exist in existing base game zones.

-Completely remove faction from Guilds (read on)

-Other than concerns of PvP cross talk there doesn't seem to be a reason we have faction based Guilds. I realize capping a keep comes up but is this really an issue enough to force a guild faction. Would it not make sense to allow this under the suggestion I'm making about "Alliance-Guild" for PvP.

I'm not trying to solve that as that is some entirely different.
-For sure I'd imagine Guilds want more controls on who is in the guild and who isn't, etc but from a point of K.I.S.S. lets just remove it

*In place of this, I'd recommend offering a campaign based "Alliance-Guild" feature that only applies to PvP.
Imagine being in your Guild but when you PvP, being able to pull folks from the guild, friends list, and folks you run into in keeps or just bouncing around. (Devs should be open to PvP feedback on what and how such a thing would work)

-Separate the effects of any and all spells, attributes in PvP compared to PvE

-In short, to resolve balance concerns and issues, just separate this. (easier said than done)

-How to separate these....

1. PvE would remain as is, as with future balance changes, this should prevent any complications.
2. PvP would be based on two things...
-Health
-combining magic and stamina into one pool
-Have two separate champion point allocations (one for PvP and one for PvE)

TO explain the PvP more....

-removing the obstacles of trying to balance magic and stamina
-removing the obstacles of Champion Point allocations due to balance changes but preventing PvE impacts.
-I don't think PvP is broken however both PvE and PvP are impacted with any and all current balance changes
-Faction swapping is an obvious desire for some but it hasn't presented itself in any meaningful ways that make sense.
-While I don't agree players would be negatively impacted in needing to learn different play styles from PvE to PvP as /lurk and possibly Brian and other devs have suggested, the reality is both are played drastically different and do require extensive stat, skill and CP resets for those who want to be min/max
-Separating the zone experiences is more of a focus to establish meaningful content for all players. (This isn't a I don't like PvE or PvP focus but more to address balance which drives content changes)



Edited by NewBlacksmurf on April 19, 2018 4:08PM
-PC (PTS)/Xbox One: NewBlacksmurf
~<{[50]}>~ looks better than *501
  • LeagueTroll
    LeagueTroll
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    No faction? No thx
  • NewBlacksmurf
    NewBlacksmurf
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    No faction? No thx

    @LeagueTroll Did you read the post?
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • LeagueTroll
    LeagueTroll
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    No faction? No thx

    @LeagueTroll Did you read the post?

    No i do not support same char change faction every campaign.
  • NewBlacksmurf
    NewBlacksmurf
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    No faction? No thx

    @LeagueTroll Did you read the post?

    No i do not support same char change faction every campaign.

    Ah, you definitely didn't read it. O K

    -Completely remove the faction choice from the character creation screen.

    I do believe factions are an important part of gameplay, the story for Pve and PvP however, with the changes years back, which are good....the faction choice seems displaced.
    I can't speak for everyone, but I'd imagine the faction choice is most meaningful in two instances.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
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