CMDR_Un1k0rn wrote: »Well I never said they were a shoe in just not impossible like you seem to suspect. Many people list them as a smaller possibility. In this case I think a small bending of the lore for greater future lore and more fun in game is worth a minor bending of the lore this time.
Let’s be completely clear.The real reason Bethesda made these races extinct (except dwemer) is because they were too lazy to flesh them out into proper player races. It had absolutely nothing to do with as creative a process as you seem to think and was so throw away if choice it’s clear they didn’t want them around because lazy lol. At this point the fox people being alive would be a bigger twist than yet another long dead race trope that has been beaten to death by Bethesda. How many more long dead races can we expect to exist? It’s not interesting but boring so why even add them?
I’m all for fox people coming back because it would fit the lore and be an actual surprise instead of just generic tv tropes level writing.
You're entitled to your opinion.
I'm entitled to mine.
I disagree with the "it would fit the lore" however. Remember, ESO is set in the past, not the future, against the single-player games.
I shouldn't have to tell you what implications that has for the setting, and even if you do ask, I will not be telling you, because anyone with a basic grasp on world-building will already know what I am talking about.
...except that this premise would only work in a game set AFTER TES-V:Skyrim!TropicsDelight wrote: »While we cannot play Dwemer I think the ability to delve into the lore of the Dwemer through a race exists in a sentient clockwork race...
Thing is, they already Have a "timeline". As in, "ten years before ESO, there was this big akaviri invasion bringing the pact into being..." and some loose general notions about some fo the akaviri races (Akaviri humans - fled to tamriel ages ago, subsumed into imperials, akaviri tsaseci - snakefolk, tang mo - monkeypeople, ka po'tun - tiperpeople, kamal - snow demons whatever that might mean...)IronWooshu wrote: »You probably won't ever see Akaviri Races until Bethesda takes us there with an elder scrolls game. I doubt Bethesda would allow ZoS to start inventing history and events for those races until they flesh out a timeline themselves.
TheShadowScout wrote: »...we know from the lore about the empires attempted invasion into akavir in the third era (about 600 years in the future of ESO) that there -are- three islands between the continents of Tamriel and Akavir, Esroniet, Yneslea and Cathnoquey, which would obviously be in akaviri hands at this time in the second era, and almost certainly have been the staging areas for the akaviri invasion that gave borth to the Ebonheart Pact ten years before ESO...
...and thus would make a -perfect- zones for a shiny new expansion someday, following our characters there to find out the story behind that invasion, meet the akaviri races and culture (and on occasion, kill them), do loads of questing (there is much that could be stole... uhm... "borrowed" from eastern myth and tales to make some quests with an entirely new feel I reckon), and resolve whatever was behind it before another (which might already be in preperation - it would be nice to have an expansion with a purely -mundane- mainquest plot sometime) kicks off...
Moreso as we have no lore-fixed locations for those islands yet, so they could plausibly be widely different. Start with meeting some friendly Tang Mo traders who might serve as your guides and transportation, visiting the less friendly Ka Po'Tun on the lush tropical southern isle, proceed to meet the Tsaesci on the arid, mountainous middle one, end up dealing with the Kamal preparing for a new invasion on the snowy northern one?
I could totally see that happening as a superb expansion to ESO! Maybe adding some more stuff, like new weapon skill lines... (I really want to see polearms for Tang Mo and "magical martial arts" for an asien fantasy feel!)
Like: https://forums.elderscrollsonline.com/en/discussion/371862/additional-weapon-skill-ideas-mk-ii/p1
Additionally, such an expansion could set the stage for them allowing akaviri races to be unlocked in the crown store too if they choose to... tho I reckon they might want to test the waters before that with a few others...
Like: https://forums.elderscrollsonline.com/en/discussion/422285/new-player-race-possibilities/p1
I would love Nagas but I do think Maormer are the most realistic choice provided.
Uhm... you do realize this discussion is about -races- not -guilds- right?We are ready for RP ones?
...
See?Thevampirenight wrote: »What New Playable Race would you like to see added to the game?
Hey, I would be all for that - guilds that are more in the line of "non-combat advantages"... but... well, been there, posted some of that:They could be like the thief guild lines and give abilities but not change combat?...
I voted Imga as I would like to see a none standard human race. IMO I think they need to add 3 races, one for each faction. For faction lock players this could bring an unbalance if people flock to a faction for that new race. Unless they do it like the Imperials.
Weeeeellllll... we are not entirely sure of that. Or rather, we are sure of that in the political sense, but not in the individual one...The Tsaesci didn't invade Tamriel in the 2E.
That would be a "goblin" race with a blue skin option. Much like "Wood Orcs" are just orcs living in valenwood rather then Orsinium and enjoying a tad more "primitive" lifestyle... not that there are any gobbos in tamriel that are not primitive I guess.Spacemonkey wrote: »Rieklings :P
Not gonna work. Or rather, would be too much effort to work, because for doing another faction from scratch they would need a complete new mainstory... ain't noone at ZOS gonna have the resources for that.MEBengalsFan2001 wrote: »Another thought is add two races and put them with the imperials and create a new fraction...
...and just because we have a "alliance change token" now (well, will have soon I suppose), does not mean they cannot do something like the last part of that idea anyhow! (or the whole idea, really...)TheShadowScout wrote: »As I always say when this one comes up : I am all for alliance change - If 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 agenrs 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 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. 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 vasrious random merchant camps and such...)
Might be too complicated, but would still be interesting!
I was thinking other day it would be amazing to have something like Xivilai as a playable race— but in ESO it just wouldn’t work in so many areas. =(Thevampirenight wrote: »I would love Nagas but I do think Maormer are the most realistic choice provided.
Going by the polling numbers, Maormer does win outright, so if anything there is a good chance they would be the playable race.
Hopefully they will get to work on it and next year they will be added in as the new playable race for the game.
There could be other opportunities.dinokstrunz wrote: »I thought Maormer was a missed opportunity with the Summerset chapter to be honest.