So again simple facts - I know that’s hard around here with the wall of texts to explain something.
THERE IS NOTHING IN ANY LORE THAT SAYS THE DWEMER ALL DIED.#FACTS
THEY VANISHED = the definition of that is not dead. People and or things that Vanish reappear daily. #FACTS
The_Drop_Bear wrote: »CMDR_Un1k0rn wrote: »they are extinct.
So, dwemers are a no-no.
Well... No, they're not extinct. TESIII reveals as much.
We simply don't know what happened to the Dwemer at large.
Being gone does not mean they are dead. Especially in the TES universe!
One of the more popular and well-established theories is that they became trapped in an Oblivion relam.
They very much aren't trapped in oblivion, in morrowind you can see the piles of ash from where the dwemer were before they dissapered.
Being sent to oblivion doesn't leave your body as a pile of ash.
Want facts?THERE IS NOTHING IN ANY LORE THAT SAYS THE DWEMER ALL DIED.#FACTS
THEY VANISHED = the definition of that is not dead. People and or things that Vanish reappear daily. #FACTS
Actually... by the time of ESO, Yagrum Bagarn already IS busy looking -everywhere-. In a few hundred years from the ESO perspective he will find something else instead and become... the man we meet in TES-III:Morrowind. And in all the time between then and eight hundred years later in TES-IIIMorrowind... he never found a trace!A few hundred years after ESO, the last living Dwemer goes on a life-long mission to find out where the Dwemer are, and he can find ... nothing.
Actually... all the lore says, there are no dwemer spirits in aetherius.CMDR_Un1k0rn wrote: »Fair point. But that doesn't mean their spirits went to Aetherius.
Maormer are a distinct race, unlike wood orcs who are just primitive orcs.The only middle ground I could think of would be to offer "sub races" like wood orc, maormer, etc that inherit the racial passives of an existing class.
Wouldn't really work with how the mainstory is set up. You need to pick one alliance to play through that story after all... and the questings are set up in a way to take your character from nameless coldharbour refugee to "hero of the alliance"!Might provide a way to introduce factionless toons with new starter zones that could be set time wise after the initial time period of the base game.
TheShadowScout wrote: »Though I still say, IF alliance change, then Done RIGHT!
And by that I don't mean some token that pops your character to a new alliance, I do indeed mean a whole guild-DLC sized questline with an cloak and dagger (Or since this is ESO, "hood and dagger", perhaps?) spycraft flavor and a "faction loyalty called in question" plot, where you get to make a big choice in the middle - stay loyal to your alliance and prove yourself, or turn your back on them and defect to greener pastures elsewhere...
With the second half (or two thirds, or whatever) of the questline being different depending on your choice - either uncovering the one who actually framed you, mobilize your old and trusted allies to gather support and track down the true conspiracy while dodging the agents sent to bring you in; or preparing your escape, dodging the agents sent to arrest you, courting your desired new friends while grabbing some juicy secrets on the way out to sweeten the deal, etc.
Such a story could have a neutral city as "spycraft" focal point (like vienna during the cold war, where spies and agents often went to spy hard between the two sides - for ESO it could be some place between the alliances, a former imperial town declared "free city" after the fall of the empire in northern nibenay, eastern colovia or western skyrim, perhaps, or even an post-anchorite-war isle of stirk...), but otherwise take you all over the old faction regions, possibly revisiting a few one-time-only maps with new mobs... and perhaps even meeting a few familiar faces (come on, wouldn't you love to slam a porticullis shut into Razum-dars face as you hop on a boat bound to Morrowind with thre adorable Naryu? )
Such a questline could even have special titles depending on what you choose... "[original faction] Loyalist" or "[original faction] Defector"... obviously it would be a one-time only event, thus making serial defectors that change alliance depending on which one is currently top in cyrodil that some people always fear when this topic comes up an impossibility.
And it also might have drawbacks for PvP, like... reduced AP gain for several months, since noone fully trusts a traitor... or maybe having to re-earn all the AP up to your current rank before you start progressing again, representing your efforts to convince your new allies of your trustworthyness... and definitely increased AP rewards if a member of your original faction takes you down, because...
(there could even be a daily "hunt traitor" mission, and defectors from your PvP-characters alliance in cyrodil getting an visual clue while that mission is active...)
Also, this could be a option to add new factions to PvP.
And yes, those could be "crown store unlocks"...
Like... have options to not just defect to one of the other two alliances, but also "go rogue" and join a new "Outlaw" faction (...black color and jolly roger flag, perhaps? Would be hostile to -every- other faction in cyrodil, and spawn at some new but unsecured base, thus very susceptible to enemy raids - trials of being an outlaw in the face of organized armies); or an "Imperial Remnant" faction (purple imperial diamond flag, spawning in some ill-secured legion base somewhere, possibly at the nibenay border, and also fighting everyone else, but turning all the "imperial" NPCs in cyrodil non-hostile?), or a "neutral" faction that is "yellow" to everyone (green flag and incapable of capturing locations, spawning at various random merchant camps and such...)
Might be too complicated, but would still be interesting!
So again simple facts - I know that’s hard around here with the wall of texts to explain something.
THERE IS NOTHING IN ANY LORE THAT SAYS THE DWEMER ALL DIED.#FACTS
THEY VANISHED = the definition of that is not dead. People and or things that Vanish reappear daily. #FACTS
Unbeknown to the leaders and citizens of Mournhold, beneath the Plaza Brindisi Dorom is hidden not the ruins of the old city but rather a massive Dwemer ruin, Bamz-Amschend. The ruins only become accessible after a surprise attack on the city destroys the Plaza's central statue, leaving beneath it an opening through the ceiling of the old fortress. Bamz-Amschend is unique due to the fact that its architecture is remarkably different from any other Dwemer ruins encountered in the game. It has a much higher roof, completely different wall structures and supports, and also is the only ruin to contain Centurion Archers. Throughout Bamz-Amschend you will find piles of ash and pieces of armor and weapons, which may give clues to the disappearance of the Dwemer.
So again simple facts - I know that’s hard around here with the wall of texts to explain something.
THERE IS NOTHING IN ANY LORE THAT SAYS THE DWEMER ALL DIED.#FACTS
THEY VANISHED = the definition of that is not dead. People and or things that Vanish reappear daily. #FACTS
Lore doesn’t matter to this team though. I’m sure they’ll introduce Dwarves for “balance” aka money
xxthir13enxx wrote: »Lore doesn’t matter to this team though. I’m sure they’ll introduce Dwarves for “balance” aka money
Heh indeed....where there is a Greed there is a way...
Out of Curiosity...
How many Mounts are really Lore friendly?
Ironically, the Dwemer vehicles are prob the most Lore Friendly...
xxthir13enxx wrote: »Lore doesn’t matter to this team though. I’m sure they’ll introduce Dwarves for “balance” aka money
Heh indeed....where there is a Greed there is a way...
Out of Curiosity...
How many Mounts are really Lore friendly?
Ironically, the Dwemer vehicles are prob the most Lore Friendly...
Non-flashy, non-burning, etc. horses, camels, guars, to name a few?
Chicharron wrote: »F*** Lore
Lore is what the writer imagines while sitting in on the toilet.
If in the next chapter he wants to introduce pink unicorns he will do it, will look for ways to adapt it to the lore so that the nerds are happy, he is the true god of Tamriel.
Seraphayel wrote: »Not going to happen the way you want it to be. All races in ESO share the same models and look identical except their maximum / minimum heights. None of the races is distinctive or special besides Khajiit and Argonians, only due to their tails.
Chicharron wrote: »F*** Lore
Lore is what the writer imagines while sitting in on the toilet.
If in the next chapter he wants to introduce pink unicorns he will do it, will look for ways to adapt it to the lore so that the nerds are happy, he is the true god of Tamriel.