Can I just check: when you say we need alliance change tokens for guilds you mean the ability for players to change their alliance would benefit guilds, right? You're not asking for a way to change the allegiance of an entire guild together. Because the first is IMO a valid point but the second would be absolutely horrible.
But as long as it's each playing choosing, and you only change at the end of a campaign I'd be in favour of it and I think you're right that charging for it would mean people think about it and don't just change on a whim. That seems to be how it works in other games - of course you do get the glory hunters with more money than sense changing teams at every opportunity to try and piggyback off the winning team, but most people won't swap unless they think it will be worthwhile in the long-term.
ProbablePaul wrote: »I really hope ZOS saw ahead of time that by allowing people to change character creation decisions would only result in more problems down the road.
As we see here, "I changed my race and I'm feeling elvish, I even hang out with elves. Ergo, I should be allowed to shift the origin of my character from daggerfall to the adlmeri dominion. Yes, yes... making this switch accessible can be abused and exploited by many pvpers, but that's really just a rubbish argument. Make an argument I don't think is rubbish."
I think you see your concern for vanity more important than maintaining a fair and balanced playing environment. Also, it's not other people's responsibility to educate you on the risks involved with making these kinds of changes accessible. As it stands, even without faction change tokens, great imbalances exist between pvp populations because people have migrated just to be on the winning team, whether by playing an alt or rerolling in that alliance.
The great thing for you is that this ability already exists, albeit in a manner you might find hard to tolerate; create a new character, or begin earning the same achievements on one of your aldmeri characters. Why should you have to suffer this penalty? Because you penalize every other daggerfall pvper when you leave to another alliance.
Can I just check: when you say we need alliance change tokens for guilds you mean the ability for players to change their alliance would benefit guilds, right? You're not asking for a way to change the allegiance of an entire guild together. Because the first is IMO a valid point but the second would be absolutely horrible.
But as long as it's each playing choosing, and you only change at the end of a campaign I'd be in favour of it and I think you're right that charging for it would mean people think about it and don't just change on a whim. That seems to be how it works in other games - of course you do get the glory hunters with more money than sense changing teams at every opportunity to try and piggyback off the winning team, but most people won't swap unless they think it will be worthwhile in the long-term.
No, I mean I want to change the Alliance affiliation of my guild.
Many guilds welcome players from every faction - but the guild itself is one thing or the other. So in my guild, for example, I can capture keeps and resources with a Daggerfall character, but not with an Aldmeri character- because the guild was set up as Daggerfall. My guild is a trade guild, so it matters little to anyone else but me. Changing the affiliation doesn’t affect the affiliation of any of the guild members.
As I keep saying, I still think the best way to deal with Alliances is to untie characters and guilds from them at creation and instead make it something of a choice when you join campaigns (and locked to that until season end or you leave).
Make us more like mercenaries than enlisted soldiers. To handle the Coldharbour intro quest have it that once you escape have a dialogue come up saying you see three locations, a cold island, a desert island etc. and the players can choose which one they land and and which faction are they start in.
ProbablePaul wrote: »As it stands, even without faction change tokens, great imbalances exist between pvp populations because people have migrated just to be on the winning team, whether by playing an alt or rerolling in that alliance.
As I keep saying, I still think the best way to deal with Alliances is to untie characters and guilds from them at creation and instead make it something of a choice when you join campaigns (and locked to that until season end or you leave).
Make us more like mercenaries than enlisted soldiers. To handle the Coldharbour intro quest have it that once you escape have a dialogue come up saying you see three locations, a cold island, a desert island etc. and the players can choose which one they land and and which faction are they start in.
ProbablePaul wrote: »I really hope ZOS saw ahead of time that by allowing people to change character creation decisions would only result in more problems down the road.