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Factions should matter and what makes an MMO great.

relentless_turnip
relentless_turnip
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I would like to preface this by saying this is just my opinion.
I enjoy the discussion and I am aware the subject matter is entirely subjective.
My mind could also be changed by a strong argument, but this is currently how I feel.

I watched a video by Lazy Peon recently and whether you like him or loathe him I think he had something important to say about the MMO genre in general.
This is that video: https://www.youtube.com/watch?v=u_2ttuyE1Rg
What he spoke about largely is how stale the MMO genre has become, but also spoke endearingly about fond memories and what he remembered enjoying about those moments.

My earliest MMO experience was World of Warcraft between 2005- 2007. What I remember is a feeling of insignificance generally that my avatar was one of thousands on the server I was on, but also a sense of great possibility.
What a group of players decided to do could impact the world.
For instance there was a day I logged in and 2 raid groups of the other faction were attacking one of our capital cities and everyone on the server was jumping on to defend it.
There were more famous incidents such as the virus outbreak that some bodies pet brought out of a raid or the mass murder at an in game wedding. This was all player driven and the driving force behind a lot of these incidents are factions. The predetermined formation of allies and rivals encouraged by the developer.

After reminiscing on my own in game memories it brought me back to a common denominator and that is factions should matter. ESO as a whole has many amazing group activities, but the rewards are for the individuals. I think group achievement into today's MMOs should impact the world and I think who you choose to back should also be consequential to you as an individual.

I would love to see some form of loyalty return to factions with rewards being less centred on the individual being on the winning side. I also think it is a mistake to let players flip sides on a whim, I think this can be driven away by incentivising loyalty.
I know in the original inception of the game the three banner war for instance impacted the market etc... I don't think this is the best idea, but I do think there should be rewards and consequences for your Factions position in the cyrodill campaign. Perhaps the Golden Vendor Could appear in the capital city for the faction with the highest hourly or day score.

Same could be said for Trials where scoring high could reap rewards not just for you as an individual player, but also for your faction. It may lessen a threat in a zone for instance or open a zone otherwise inaccessible.

Overland what if world bosses didn't die but could be fought back into different zones where they caused destruction until they were forced somewhere else. Like in Skyrim where you could be completing a quest and the dragon would attack the town. You had to kill the dragon just to be able to continue interacting with the NPC's.
Perhaps a stupid idea, but it unites people to help their allies and stick it to their rivals.

This in my opinion this is what drives people to log in. "I need to get to (insert content) to help my faction, to make sure we get this/we don't lose this". I feel this way about Cyrodill, but many don't and I think it takes a large amount of imagination sometimes to feel this way. Many of these situations exist, but are completely player driven and aren't aided by the developers.

I would love to see everyone, no matter what content you enjoy to be able to have an impact on the world and make it better for the side you have chosen.

I would love people's thoughts on this.
Does faction loyalty currently matter to you?
Do you think factions aid in your immersion or drive you to play?
Do you have any idea's that would make your presence feel more impactful on the world?
Does presence in the world even matter to you?
  • BlueRaven
    BlueRaven
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    In the early days of eso, before one tamriel, what happened in cyrodiil had cascading effects in the pve zones. In the form of buffs and whatnot. And players would be notified in pve zones about events in cyrodiil.

    The result was that certain cyrodiil battle groups would be fully turned over to one faction as “buff” groups. With only occasional temporary turn overs. Imagine going into a cyrodiil with all items your faction, all enemy gates open, and all scrolls captured.
    And then having two others each dominated by another faction. You get the idea.

    Also in wow, with the pvp servers that you seem to be longing for, they were rarely balanced. Usually dominated by one faction or the other. I used to play on “Burning Blade” that had a ridiculously high amount of horde players for example. (Edit: The point is few players like pvp for pvp sake, they like dominating in pvp.)

    Lastly, I like being able to quest and group with people from other factions. Even today when we do ic boss runs, getting the entire group logging on with the same faction characters is problematic.

    There is more, but you get the idea.

    (One more thing, please don’t put pvp areas/events in pve zones. It just drives pve players away.)
    Edited by BlueRaven on February 26, 2021 1:41PM
  • Alurria
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    In WoW if I remember there was a buff for a certain faction if your faction won certain battle grounds or a particularly hard dungeon. I can't remember now as I quit playing WoW so long ago. Faction in ESO When the game first came out the players who blew through content just to level were bored and that is when silver and gold were added along with CP. Craglorn came after that. So how would this actually work, I have silver and gold completed on one character and silver on another. I quit playing for a while. So instead of going backwards let's move forward. Maybe a faction achievement that doesn't force you to have to group in a small group just a cooperative effort etc. Once daily event that you have to win to gain benefit from for the whole faction.
  • Olauron
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    To answer some questions:
    1. There are a lot of campaigns in Cyrodiil. It is not uncommon to have each faction to dominate in one campaign. You can't give something to other zones based on it.
    2. My faction loyalty is expressed in what quests I do or don't do. I absolutely don't care about the faction of other players, only NPCs matter.
    3. As such, I definitely will not play more to do something for this fictional player faction that has nothing to do with real lore faction.
    4. To make a player more impactful on the world there should be more choices in quests and more different outcomes. What if I want to help AD in Shadowfen?
    5. The less presence of the other players in the world, the better.
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • relentless_turnip
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    @BlueRaven and @Alurria thank you for your responses. Could I ask what your favourite moments in an mmo? And what at core was driving you to log in during those times?

    This is what I was trying to establish myself. I believe the answer is different for everyone though.

    What drives me is to log in(I think) is to help my friends/allies achieve a common goal.
  • BlueRaven
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    In WoW it was when I first left the Tauren stating area and went into the barrens. The first feeling of the size of the mmo, that there was so much to discover.
    And also flying for the first time I guess. Same reaction of endless exploring potential.

    In ESO, it was defeating Molag Bal for the first time and entering meridia’s realm. The unexpectedness of it had me paralyzed with confusion at one point. I had heard about the “Colored Rooms” but I doubted I would ever see them, and there I was seeing them.

    When eso came out, I did not know that I could continue questing in the other factions, so I made my first three characters each in their own faction to see all the story lines. I got full clears of ALL the zones on those three characters.
    I love exploration, turning a corner that no one knows about. And finding places few know exist. Like finding that Sheogorath house in StormHaven. It is not involved in any quests, but it’s a wonderful nod to story telling.
  • Daemons_Bane
    Daemons_Bane
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    Why factions.. Why always choosing sides in a war.. I hate it, and have always hated it.. I just want to be me.. I don't care about some imaginary global war
  • Sylvermynx
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    Nope. Not interested in factions or wars. Wasn't in WoW or RIFT, and not here either. I did some pvp in WoW and RIFT - but I hated every minute of it, and I'm simply not "participating" here. Only time I go to Cyro is fishing....

    I played WoW from 2006-2013, and RIFT from 2013-2016. They both went in directions I didn't find fun, so bye bye games. If that happens in this game, again I will leave and find something else (or not - as I may not be able to play games by the time beth gets off its duff to release TES VI).

    The entire MMO genre to me is best when I don't have to interact with anyone. To me, the draw is that these are not static worlds like single player games are (even with modded quests etc.)
  • Kalik_Gold
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    I also like in certain games that in game groups of people had reputation (yes, grinds) You had to make in-game choices that affected which factions your character joins works with.
    Main: (PvP & PvE)
    Ras Kalik a Redguard Templar, the Vestige

    PvP:
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Jux Blackheart a Redguard Nightblade
    Goliath of Hammerfell a Redguard Dragonknight
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: (Specialty)
    Tyrus Septim an Imperial Lycan Sorcerer
    Tsar af-Bomba a Redguard Vampiric Nightblade
    Movárth Piquine a Nord Vampiric Necromancer
    Uri Ice-Heart the Twin a Nord Vampiric Warden

    PvE:
    Cinan Tharn an Imperial Dragonknight
    Bates Vesuius of Dawnstar an Imperial Dragonknight
    Herzog Zwei the Genesis an Akavari* Templar
    Tav'i at-Shinji a Redguard** Warden
    Lucky Hunch the Gambler - a Redguard Nightblade

    Leveling...
    Zenovia at-Tura a Redguard** Sorcerer
    Yesi af-Kalik a Redguard Templar
    Voa a Priest of Sep a Redguard* Necromancer
    ======
    Passives of another race used. (RP)
    *Breton
    **Imperial




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant • 1550+ Champion

  • Joy_Division
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    ESO tried to be faction oriented from the start. Blueraven's summary is pretty much on target. It was worth trying, but even if you are the hardcore PvE player who likes PvP, when you do PvE, you can't be in Cyrodiil and thus your PvE raid might lose the very buffs you worked to create and thus your PVE goals are now effected by things beyond your control. Also, it's *a lot* easier now to get that 2 more DPS you need for a Trial run because you're not limited to 1/3 of the community; to say nothing of actually making new friends and expanding your contact list.

    If a developer or a game has to *force* players to do something or play a certain way, the game has already failed. I don;t play games to be railroaded into doing something I'd rather not. This is a leisure activity, I have alternative choices to spend my time, and if I constantly find myself restricted to what I can and can;t do or be stuck with choices I made when I first started before I knew anything or anyone, I'm going to play something else.

    ESO's main flaw is that it's really hard for a player to leave their mark on the world or feel they have some sort of impact on it. No matter how much some random NPC halfway across the world accosts me for allowing that doctor in Phair to commit murder seven years later, neither me nor Auridon nor Tamriel was impacted by that decision. Things are so bad in this regard that the devs actually changed the public dungeon quest in Coldharbor to force you to save the murderous made-a-deal-with-daedra quest giver.

    This is especially most apparent in Cyrodiil where the players are unable to actually do anything or interact with the map / environment. Nothing happens if a faction wins; the map isn;t even reset. Cyrodiil tomorrow will looks the same today as it did yesterday no matter what I do, if I win, what choices I make, so there's no motivation for me to care about who or with whom I play. There's no investment there, no reason to care.

    Rather than allowing the players to at least have a part in creating and transforming the world in ESO the devs seem content to have us grind away on hamster wheels for CP, endure awful RNG and run this dungeon 100 times and still not get the Burning spellweave inferno staff, and tell us that winning the war in Cyrodiil is super important, even though winning it changes nothing and rewards the player for doing so with a pittance.
    Edited by Joy_Division on February 26, 2021 3:22PM
  • Scardan
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    1. I do not care about any faction in this game. I am fan of the Tribunal and I am living in CWC :3.
    2. Immersion does matter for me. Sometimes I completely forget that there is a war between factions, because it is absolutely not felt. Elves calmly walk around the fortresses of people in enemy alliances, people calmly roam alliances led by hostile elves and so on.
    3. No ideas.
    4. Well, without going into the game it is impossible to play it.
    Let's be extremely precise in our use of terms.
  • Bradyfjord
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    Different things work in different games. I like how faction is handled in this ESO. I didn't care for silver and gold, but it's what we have. I did them once for the dyes. Cyrodiil is the only place where faction truly matters.
  • Ryuvain
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    Why cant we be neutral or mercenaries? I'm only loyal to khajiit tbh.
    That one khajiit obsessed with werewolf behemoth and vampire lord. Lady Thorn is bae, dont @ me.
    Werewolf behemoth=vampire lord>blood scion>werewolf>vampire.
  • Daemons_Bane
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    Ryuvain wrote: »
    Why cant we be neutral or mercenaries? I'm only loyal to khajiit tbh.

    I would love this.. the neutral choice.. wandering around Tamriel and just doing what I feel like
  • Sarannah
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    I would love people's thoughts on this.
    Does faction loyalty currently matter to you?
    No. I would love for the Cyrodiil war to end. It is strange a god invades the world, and factions still can't seem to work together. Besides that, the main quest also makes the factions work as one.
    Do you think factions aid in your immersion or drive you to play?
    Not at all. I play the game, and quest where I can find quests. No matter which faction they are on.
    Do you have any idea's that would make your presence feel more impactful on the world?
    Yes, if what we do changes the zone around us. My reply taken from another thread:
    I'm hoping we get some zones where we can actually see our quest progress, like in Coldharbour. Where we slowly re-populate the city. Other ideas for this type of play are:

    1: Start a zone with just one wagon, and follow the road to claim more and more of the zone. All the while your wagon grows into a caravan, then into a tentcamp, then into a town, and eventually into a stronghold.

    2: Start at a destroyed castle somewhere in a zone. Where we slowly rebuild the castle the more and more quests we complete.

    3: Start a zone alone, and every quest we do we gain allies. To build an army for some final assault.

    There are probably some more like these, but you get the idea. It is really satisfying to see the results of our efforts.
    Does presence in the world even matter to you?
    Yes, and no. Yes, I'd like it if our questing had more of an impact. And no not really, but as a vampire I'd like to be able to repair my gear. I just saved your city, zone, and lives... but you refuse to sell/repair to me. NPC's seem to remember me for the wrong reasons!
    Edited by Sarannah on February 26, 2021 4:02PM
  • Kiralyn2000
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    I would love people's thoughts on this.
    Does faction loyalty currently matter to you?
    Do you think factions aid in your immersion or drive you to play?
    Do you have any idea's that would make your presence feel more impactful on the world?
    Does presence in the world even matter to you?

    1) No. Faction "loyalty" is silly. Even when I played WoW (vanilla - Cata), I had alts of every class & race so I could experience all the story/quests/exploration. And I didn't really care about PvP - I did some battlegrounds to try to get rank, but then gave up after 9 or so. And 'raids' on opposing cities were just griefing and annoyance, not exciting or interesting.
    2) no, but I don't believe in / suffer from "immersion", so /shrug


    3 + 4) eh, no. "Presence"? It's an MMO, everything is ephemeral. You might raid and destroy The Great Big Threat To Existance, and be hailed as heroes by the faction leaders - but it doesn't matter, it'll just respawn for another raid next week. And meanwhile, another group is arriving from killing their version of The Great Big Threat, to be hail as heroes by the faction leaders. Or the "immersive" experience of the beginning of a new expansion, standing in line with dozens of other people waiting for a quest boss to respawn (among it's pile of previous corpses) so you can take you turn at killing it & saving those NPCs back at the nearby camp (who aren't actually in any danger, the quest boss doesn't actually move & attack them).

    From what I understand of this "immersion" concept (most of which is contradictory & irrational), MMOs are inherently un-immersive. You're surrounded by constant reminders of game mechanics, game functions, and other things to remind you that it's all artificial - from the respawning/infinite nature of the world, to the UI & chat, to the crowd of other idiots with stupid names bunny-hopping all around you. Meh.




    And as for 'factions', I'd be thrilled it PvP died and never came back. Or went off to exist - in a properly balanced & designed form - in it's own games, separate from PvE games, so that the two don't constantly trample all over each others' toes.
  • relentless_turnip
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    ESO tried to be faction oriented from the start. Blueraven's summary is pretty much on target. It was worth trying, but even if you are the hardcore PvE player who likes PvP, when you do PvE, you can't be in Cyrodiil and thus your PvE raid might lose the very buffs you worked to create and thus your PVE goals are now effected by things beyond your control. Also, it's *a lot* easier now to get that 2 more DPS you need for a Trial run because you're not limited to 1/3 of the community; to say nothing of actually making new friends and expanding your contact list.

    If a developer or a game has to *force* players to do something or play a certain way, the game has already failed. I don;t play games to be railroaded into doing something I'd rather not. This is a leisure activity, I have alternative choices to spend my time, and if I constantly find myself restricted to what I can and can;t do or be stuck with choices I made when I first started before I knew anything or anyone, I'm going to play something else.

    ESO's main flaw is that it's really hard for a player to leave their mark on the world or feel they have some sort of impact on it. No matter how much some random NPC halfway across the world accosts me for allowing that doctor in Phair to commit murder seven years later, neither me nor Auridon nor Tamriel was impacted by that decision. Things are so bad in this regard that the devs actually changed the public dungeon quest in Coldharbor to force you to save the murderous made-a-deal-with-daedra quest giver.

    This is especially most apparent in Cyrodiil where the players are unable to actually do anything or interact with the map / environment. Nothing happens if a faction wins; the map isn;t even reset. Cyrodiil tomorrow will looks the same today as it did yesterday no matter what I do, if I win, what choices I make, so there's no motivation for me to care about who or with whom I play. There's no investment there, no reason to care.

    Rather than allowing the players to at least have a part in creating and transforming the world in ESO the devs seem content to have us grind away on hamster wheels for CP, endure awful RNG and run this dungeon 100 times and still not get the Burning spellweave inferno staff, and tell us that winning the war in Cyrodiil is super important, even though winning it changes nothing and rewards the player for doing so with a pittance.

    I think you make some really good points here. I wouldn't want to feel forced to compete in content either. I do want to feel impactful though and that my presence is noticeable.

    Perhaps changes to cyrodill would be a good place to start. If the environment did change as a result of winning losing. If it had some sort of micro climate within the zone maybe that would be enough.

  • ealdwin
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    The only way that Alliance could potential matter at this point in the game, would be if the developers decided on implementing more passive, less combat-focused bonuses when in the lands of your Alliance. Perhaps when adventuring in Glenumbra on a DC character, you would find better quality gear from drops or get more resources from nodes. Or other things like discounts on paying off bounties, higher prices from selling/fencing items. The kind of bonuses that aren't game breaking or game limiting as BlueRaven pointed out regarding ESO's past. But bonuses that make the choice of alliance matter a bit more.

    I'd love the ability to make better decisions that felt like they had more impact based on my Alliance. For instance, there's that public dungeon in the Rift, the Lion's Den, that has you trying to find the DC spy. My main that has done all the quests is DC, so when completing that quest, I simply accused the person who clearly wasn't the spy, and let the two more suspicious people (and likely the spy) carry on their business. But imagine if instead, we could complete the dungeon in a different manner, where we could join with the Covenant forces there and aid the spy in weakening our foes. But, that would require ZOS going back and updating old content they haven't touched in years—something they are highly unlikely to do.

    I've also felt that it's time, perhaps, for the Alliance War to come to an end. Despite the "official" record being everything (every chapter, DLC, quest) all happening in the same year, I find it hard-pressed to not believe that several years have passed over the events of ESO. At this point the alliances are barely even mentioned in dialogue. The only place where alliance even matters much anymore is in Cyrodiil, which is stuck in a perpetual plane-meld time-state. The leaders of each alliance have moved on, focusing on stuff at home. The Imperials are rebuilding parts of Cyrodiil, looking to make a recovery. We know the alliances all break apart at some point. When Hjalit Early-Beard takes up the name "Tiber Septim", he finds himself going up against a Breton-Nord alliance, Independent states in Morrowind and BlackMarsh, and the Second Aldmeri Dominion. At this point, the Alliance War is a meaningless charade between armies who fail to recognize that their leaders simply don't care about (or rather don't think about) Cyrodiil since the threat of Daedra has ended.

    With Ayrenn trying to build the ideal kingdom back home, Jorunn trying to convince the parts of Skyrim to join him for Happy Hour, Emeric leading the cooperation of High Rock and Hammerfell (Orcs' state still in question) in sea-based trading to make bank... Not to mention the Tribunal, with Vivec continuing to show his "love" by dangling a rock above his people's heads, Almalexia peacing out in her temple, and Sotha Sil playing with this followers toys... And then the numerous Argonians, Dunmer, Nords, Reachmen, Imperials, and others I can't fully recall who never had anything to do with the Alliance War in the first place...

    I think it's safe to say the Alliance War is kind of the last thing anyone is thinking about. It's honestly time for ZOS to rebuild parts of Cyrodiil, and look to a new state for the province. Perhaps it could be rebuild with PVP still in mind, but this time focused on 3 new, Imperial led, factions for those looking to claim the Ruby Throne for themselves. Perhaps the leaders of the restored Counties could be looking to establish their own Empire? Something new that could provide a breath of fresh air in Cyrodiil.
  • xaraan
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    The ship has sailed on alliances mattering in ESO. With alliance change tokens, the fact that pvp is probably less popular than pve in the game, and cross play between alliances added in with one tamriel, etc. the idea is just a novelty now.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • coop500
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    Why factions.. Why always choosing sides in a war.. I hate it, and have always hated it.. I just want to be me.. I don't care about some imaginary global war

    This, so much friggen THIS
    Everything these days, has to be about WAR and I'm so tired of it. I don't give two toots about the dang war, there's so much more in games than the war.

    I didn't care about the war in Skyrim either.
    Wishing for Lilmothiit race still! Or maybe Lilmothiit companion?
  • Goregrinder
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    As an MMO veteran, I do miss this part of ESO. Keep in mind, a lot (if not most) people that play ESO have never touched an MMORPG before, ESO was their first one, so they aren't going to have any frame of reference of what makes an MMORPG an MMORPG. Some of them probably still play this game as though it were Skyrim Online, so the inner workings of what makes an MMO work and what makes it grind to a halt will be lost on them.

    But opposing factions were one of the best parts of SWG, WoW, DAoC, etc. I'm a big fan of player generated content (which is why I've been PVPing since the golden age of MMOs) and opposing factions enables player generated content. ESO sort of doesn't REALLY have factions, not since the One Tamriel Update, and it's been kind of a bummer.
  • ealdwin
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    Another thought I had, that I wanted to make separate reply because my ramblings were getting quite lengthy in my previous reply.

    I'd love to see some sort of factions introduced in the same vein as the Knightly Orders from TES II: Daggerfall or the Great Houses from TES III: Morrowind. Factions that each character could only join one of their type, and then their choice could introduce different bonuses or passives based on that faction.

    For instance, if there were "Knightly Orders" of a sort, and there was an Order based on following Stendarr, then that faction could provide a passive bonus in fighting Undead and/or Daedra (even players). So maybe a Vampire character would find a fierce foe in facing against a member of this Stendarr Order who was also a member of the Fighter's Guild who fought with Flame Enchants. ZOS could also use this idea to introduce multiple Vampire or Werewolf clans with their own benefits and drawbacks.

    Essentially, what I gather (and I agree) is that ESO really lacks some of the impactful choices in previous Elder Scrolls games when it came to factions and groups. Just take a look at the Gold Coast. The only way to complete the zone is to join the Dark Brotherhood. But what if you are RP'ing your character as Morag Tong? Or maybe you're character is Lawful Good in your eyes. Honestly, I would have loved if there had been just the option to join a different faction and bring an end to the Dark Brotherhood in the Gold Coast.
  • NotaDaedraWorshipper
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    I despised the forced factions in WoW. So many times it felt dumb and hamfisted, with how often they cooperate and the number of neutral factions. What, you're a druid of the Cenarion Circle/ mage of the Kirin Tor/shaman of the Earthen Ring etc? Naaah, you're Horde/Alliance. Be angry with the opposite!

    It's only recently characters of the opposite faction can finally talk to eachother. Something that has bothered people for years and only got more and more annoying as years went on and again, the factions cooperated in the story, and the npcs talked to eachother. But the players? kek kek bur bur.

    Which is why I'm happy with ESO's One Tamriel change, and don't want more faction things. They mean little to me and to most of my characters. Moreso since after basegame, there isn't really any quests related to them.
    [Lie] Of course! I don't even worship Daedra!
  • JKorr
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    The devs did attempt factions in the beginning. The discontent began during beta testing. People said they didn't mind making multiple characters for the beta because beta.

    Once the game started however people let it be known they were not happy about not being able to go to other factions, not being able to do quests in any order they wanted, or group with their friends who were in other factions. The zones being level scaled made everything too linear and easy. They wanted to earn all the achievements on their one character. So Cadwell's Silver and Gold happened. Then One Tamriel, so everyone can go everywhere and do everything in any order.

    I think, personal opinion only, that the player base of the Elder Scrolls games is not the best demographic for "factions". While there is a wide range of player ages, many players are older, came here from the single-player games where the focus was story/exploration, and really aren't that competitive. My characters don't really care what those people in Cyrodiil are doing. None of them will ever be emperor. Whoever is on the Ruby Throne my characters will still be doing the same things; exploring, fighting random daedra, idiot bandits, and more evil cultists that they can shake a weapon at. I, again, personal opinion only, can't understand the mindset for pvp. If it would be a story reason to fight in Cyrodiil that had an effect on the "daily life" of my characters, then maybe. Otherwise the point of endlessly killing other players over and over and over and over and over really makes no sense whatsoever. For myself, there's no "thrill" of having someone kill my characters just because they can. The only times I've ended up in Cyrodiil were before the attunable stations when I was crafting gear for someone. I didn't really see the attraction. There are daedra and cultists killing people everywhere so I should go to cyrodiil to let other players kill me because?
  • coop500
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    To answer the OP's questions, because that sounds fun~

    Does faction loyalty currently matter to you?
    No, I personally feel all the factions are bleh, I kinda like DC but I don't 'agree' or like any of them. I prefer doing sidequests over their quests. I wish this game didn't even have factions.

    Do you think factions aid in your immersion or drive you to play?
    Nope, if anything it discourages me.

    Do you have any idea's that would make your presence feel more impactful on the world?
    Nothing plausible to our limited spaghetti code, but I would like for sidequests to have different choices mean something, or when I save a village, to see it stop burning or whatever. But that falls back to hardware possibilities of the code. ATM I am actually pretty happy with the game as is.

    Does presence in the world even matter to you?
    A little, but it's not a dealbreaker, I just wanna have fun.
    Wishing for Lilmothiit race still! Or maybe Lilmothiit companion?
  • Joy_Division
    Joy_Division
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    ESO tried to be faction oriented from the start. Blueraven's summary is pretty much on target. It was worth trying, but even if you are the hardcore PvE player who likes PvP, when you do PvE, you can't be in Cyrodiil and thus your PvE raid might lose the very buffs you worked to create and thus your PVE goals are now effected by things beyond your control. Also, it's *a lot* easier now to get that 2 more DPS you need for a Trial run because you're not limited to 1/3 of the community; to say nothing of actually making new friends and expanding your contact list.

    If a developer or a game has to *force* players to do something or play a certain way, the game has already failed. I don;t play games to be railroaded into doing something I'd rather not. This is a leisure activity, I have alternative choices to spend my time, and if I constantly find myself restricted to what I can and can;t do or be stuck with choices I made when I first started before I knew anything or anyone, I'm going to play something else.

    ESO's main flaw is that it's really hard for a player to leave their mark on the world or feel they have some sort of impact on it. No matter how much some random NPC halfway across the world accosts me for allowing that doctor in Phair to commit murder seven years later, neither me nor Auridon nor Tamriel was impacted by that decision. Things are so bad in this regard that the devs actually changed the public dungeon quest in Coldharbor to force you to save the murderous made-a-deal-with-daedra quest giver.

    This is especially most apparent in Cyrodiil where the players are unable to actually do anything or interact with the map / environment. Nothing happens if a faction wins; the map isn;t even reset. Cyrodiil tomorrow will looks the same today as it did yesterday no matter what I do, if I win, what choices I make, so there's no motivation for me to care about who or with whom I play. There's no investment there, no reason to care.

    Rather than allowing the players to at least have a part in creating and transforming the world in ESO the devs seem content to have us grind away on hamster wheels for CP, endure awful RNG and run this dungeon 100 times and still not get the Burning spellweave inferno staff, and tell us that winning the war in Cyrodiil is super important, even though winning it changes nothing and rewards the player for doing so with a pittance.

    I think you make some really good points here. I wouldn't want to feel forced to compete in content either. I do want to feel impactful though and that my presence is noticeable.

    Perhaps changes to cyrodill would be a good place to start. If the environment did change as a result of winning losing. If it had some sort of micro climate within the zone maybe that would be enough.

    Yes, if winning a campaign or a guild claiming a keep or a player capturing a flag had some perceptible change or consequence in the game-world and thus a sense of actual accomplishment for players, then that would go a long way in establishing a genuine connection between player, character, and the PvP environment they are supposed to be a part of.

    That was one of the things that attracted me to what CU was trying to do. But I guess it's easier said than done seeing how, well, people who pledged to CU already know the deal.
  • Alurria
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    Maybe instead of factions it could be unification, such as an invasion. We can't have a dragon invasion because they gave us that. So Deadra, maybe it's time to move the story forward. Just a suggestion.

    To answer the OP, the first MMORPG I played was Never. winter Nights on AOL. It held a whopping 200 people max and that was toward the end when it shut down. It was a turn based pvp game and I loved it. There was smack talk although I preferred to role play my part. Then there was UO so much griefing that I moved on to EQ beta. By that time I didn't like pvp anymore but realized there where pve griefers in EQ. TRAIN! not a word you wanted to hear. You moved out of the way or got ran over only to have to make a corpse run. DAoC I loved large scale pvp and faction fights until 8 man's took over. Then came WoW. There were other games in between. I love ESO I can be social if I choose or not and I can spend my gaming time doing what I want to do. This is what I love about this game. Oh and I don't care what others think about my gear or how I play anymore as long as I have fun. Large scale pvp was fun in ESO but I see the small ball groups have taken over so I won't be playing pvp in ESO anymore.
  • Mik195
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    Ok, this rant is NOT about PVPers, but about stupid NPCs.

    I think the whole war is stupid. The Imperial City has been invaded, Bruma is under attack and under resourced, Chylendal(?) has deadra popping out of the ground and the Alliance leaders are acting like children "I wanna be boss". If given the opportunity, my Vestige would have trotted over to each Alliance leader, mudballed them and told them to snap out of it and focus on the invasion. If I knew how to upload a picture, the picture of Cher from Moonlighting would be here.
  • coop500
    coop500
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    Mik195 wrote: »
    Ok, this rant is NOT about PVPers, but about stupid NPCs.

    I think the whole war is stupid. The Imperial City has been invaded, Bruma is under attack and under resourced, Chylendal(?) has deadra popping out of the ground and the Alliance leaders are acting like children "I wanna be boss". If given the opportunity, my Vestige would have trotted over to each Alliance leader, mudballed them and told them to snap out of it and focus on the invasion. If I knew how to upload a picture, the picture of Cher from Moonlighting would be here.

    THIS. so much this, this is why I can't give two cents worth of care for the alliance or the war or 'faction loyalty'
    Wishing for Lilmothiit race still! Or maybe Lilmothiit companion?
  • NotaDaedraWorshipper
    NotaDaedraWorshipper
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    Mik195 wrote: »
    Ok, this rant is NOT about PVPers, but about stupid NPCs.

    I think the whole war is stupid. The Imperial City has been invaded, Bruma is under attack and under resourced, Chylendal(?) has deadra popping out of the ground and the Alliance leaders are acting like children "I wanna be boss". If given the opportunity, my Vestige would have trotted over to each Alliance leader, mudballed them and told them to snap out of it and focus on the invasion. If I knew how to upload a picture, the picture of Cher from Moonlighting would be here.

    Pretty much what my imperial characters are thinking. Which is one big reason why I don't like choosing a faction and why they are rarely related to the character.
    [Lie] Of course! I don't even worship Daedra!
  • Tandor
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    Faction is really only of any significance in PvP, and I have no interest in that.

    For PvE, I do feel a tad sorry for those players who didn't start before One Tamriel and therefore didn't complete the different faction zones and storylines separately, and for whom trying to follow any sort of storyline has become a bit of a mess now - although in other respects I much prefer One Tamriel for its freedom, not least in the way you can now dip in and out of the base game to do DLC/Chapter content without having out-leveled the base game when you return to where you left off.
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