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Suggestions of alternatives for Veteran Zones

Thrawniel
Thrawniel
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Note: I know people have a lot of heated opinions on this topic (I have one myself), but please leave them for other threads. This one is made for suggestions.

It's not a secret that many people are not pleased with current veteran zones progression for one reason or another. Instead of empty complaining, I decided to do something constructive and come up with several suggestions that might help with situation (at least, for me, since other people might have different problems with it).

I welcome all to join me and propose alternatives that you like to see. But, please, be realistic. Remaking game from scratch might be a bit too much for poor devs! :wink:

For me, the problem with veteran zones lies both with ingame explanation (I do not find it sufficient, my character never wondered about 'what ifs') and in my love for creating alts(currently, playing veteran content spoils the story for alts).

So currently I simply do not play veteran content and play alts. But I want to, since Craiglorn is tuned for VR10, and good luck trying to find a group that will be willing to take VR1 with them there. I have hard time finding the group for veteran dungeons now, since people want at least VR3 for them.

Also, I want to explore, to get the rest of skyshards, to complete lorebook collection and get that fishing achievement (I like fishing, but not that much to accept time-traveling offer).

Thus, I propose alternative ways to get players into Veteran Zones:


1. It is very easy to do (it literally requires adding just ONE dialog!) and it would solve most of my problems with VR content.

Fighters Guild can ask your character to help with destroying remaining anchors in the rest of Tamriel. It is a good quest that benefits other factions as well, and thus leaders of those factions agree to let the Champion of the enemy into their territory.

You are not perceived as an enemy, but you are not a friend either, and thus all quests in area are locked for you, but you can still explore, run dungeons, hunt mobs and so on. And level of mobs will naturally keep you in assigned zones until you have the right level to move on.

Alt-haters can accept Meridia's quest and do time-travel to see all three faction stories on one character. Alt-lovers like me still get to explore veteran zones, get skyshards, get exploration and fishing achievements and fight veteran mobs for xp, but save the story for alts.

There's still will be problem with difference in xp gain, but player will at least have a choice in story progression. As of now, I have no choice at all, since I cannot travel into veteran zones without also traveling back in time, and I really do not want to.


2. Requires more work, but also adds more substance. After you complete the final quest, you meet your faction leader who says something along the lines 'Now that we stopped Planemeld it is time to win the war!' and sends you under a deep cover into enemy factions to change things for your faction favor from within.

You are allowed to fight your own troops if they are 'bad seeds' (resort to necromancy or other forbidden magic, for example) and overall act as if traitor to your faction, as long as you are not doing too much damage, but in quests that are direct assault on your native faction you get slightly different outcome. On surface it would still look as victory for enemy faction, but in fact is in favor to your faction. For example, if you were sent to steal some documents, you hide real ones and bring back fakes. And so on. Thus you recycle 99,9% of other factions content, but still provide enough flavor to give you the reason to do this content on main and stomach spoilers for alt.

3. If devs are adamant about not letting player into Veteran Zones without doing the time travel thing for whatever reason (maybe, time-travel will be referenced in later content?), just add option to say 'no, thanks, I'll pass' in that 'Talk to Cadwell in Harborage' quest, but if player takes it, Meridia appears and says something like 'Puny mortal, I want you to travel back in time. I asked you nicely only because you helped me to undermine Molag Bal's power. But if you refuse my good will, I will not ask you again, I have enough powers to force you!'

So you are forcibly teleported back in time and in other faction under magical disguise, so no one recognizes you, and you are not allowed back into your own reality (you can still visit your home faction areas, of course, but it is kinda not the real deal, because of magical time travel into alternative universe) and personality until you are finished with her quests.

Again, it requires to add only one new dialog, but removes my problem with lack of ingame incentive to do VR content. Curiosity about 'what ifs' is just not enough for me. This way I would still get my option to refuse(which is very important for roleplaying my character), but can a mortal really refuse a daedric prince? Still problem with spoilers stand, but at least I won't cringe at ingame reasoning and can play through Veteran Zones after I'm done with alts.

So, those are my proposals. Anyone who has any suggestions considering Veteran Zones on their mind are welcome to join in!
Edited by Thrawniel on May 11, 2014 3:00AM
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