No. Each console will have its own megaserver, meaning a total of six megaservers.Will the console players be on the PC mega servers too?
There should definitely be more cross-faction PvE zones. It shouldn't be technically difficult, and there's even a lore-friendly reason for some of them:
- Coldharbour: Every version of this zone is the same (lvl 44-50), so that should mean it is technically relatively easy to make it cross-faction. Lore-wise, we know that entry to Coldharbour is brought about due to a cross-faction agreement, so it just makes sense.
- Craglorn: Craglorn is a Neutral Zone and has no alliance affiliation, therefore there's no reason not to make it cross-faction. Again, all versions are the same (Vet 11-12), so should technically not be very difficult.
- Future Veteran Zones: Wrothgar, Murkmire etc. Same reasoning as Craglorn. Neutral and the same across all factions anyway.
It would be technically more difficult perhaps to do cross-faction within Alliance zones due to the fact that there are three different versions; 1-50, V1-V5, V6-V10. I would still like to see a way for this to happen though.
Dungeons. The Undaunted are a cross-faction NPC Guild, so it should be lore-friendly to do all their related content (the Group Dungeons and Trials) with Undaunted members from other factions. Since the content is all the same level, this should be no more technically difficult than making Coldharbour and Craglorn cross-faction. The group-finder could search for groups that are cross-faction or not, depending on a toggle setting. Otherwise, cross-faction friends/guildies should be able to just group up and port to the dungeon directly.No. Each console will have its own megaserver, meaning a total of six megaservers.Will the console players be on the PC mega servers too?
Considering this, cross-faction PvE zones and dungeons may be necessary just for grouping to be viable for some players.
FreedomDude wrote: »There should definitely be more cross-faction PvE zones. It shouldn't be technically difficult, and there's even a lore-friendly reason for some of them:
- Coldharbour: Every version of this zone is the same (lvl 44-50), so that should mean it is technically relatively easy to make it cross-faction. Lore-wise, we know that entry to Coldharbour is brought about due to a cross-faction agreement, so it just makes sense.
- Craglorn: Craglorn is a Neutral Zone and has no alliance affiliation, therefore there's no reason not to make it cross-faction. Again, all versions are the same (Vet 11-12), so should technically not be very difficult.
- Future Veteran Zones: Wrothgar, Murkmire etc. Same reasoning as Craglorn. Neutral and the same across all factions anyway.
It would be technically more difficult perhaps to do cross-faction within Alliance zones due to the fact that there are three different versions; 1-50, V1-V5, V6-V10. I would still like to see a way for this to happen though.
Dungeons. The Undaunted are a cross-faction NPC Guild, so it should be lore-friendly to do all their related content (the Group Dungeons and Trials) with Undaunted members from other factions. Since the content is all the same level, this should be no more technically difficult than making Coldharbour and Craglorn cross-faction. The group-finder could search for groups that are cross-faction or not, depending on a toggle setting. Otherwise, cross-faction friends/guildies should be able to just group up and port to the dungeon directly.No. Each console will have its own megaserver, meaning a total of six megaservers.Will the console players be on the PC mega servers too?
Considering this, cross-faction PvE zones and dungeons may be necessary just for grouping to be viable for some players.
But what if they add areas like Vvardenfell or Summerset Isle? which are obviously members of one of the three factions?
FreedomDude wrote: »There should definitely be more cross-faction PvE zones. It shouldn't be technically difficult, and there's even a lore-friendly reason for some of them:
- Coldharbour: Every version of this zone is the same (lvl 44-50), so that should mean it is technically relatively easy to make it cross-faction. Lore-wise, we know that entry to Coldharbour is brought about due to a cross-faction agreement, so it just makes sense.
- Craglorn: Craglorn is a Neutral Zone and has no alliance affiliation, therefore there's no reason not to make it cross-faction. Again, all versions are the same (Vet 11-12), so should technically not be very difficult.
- Future Veteran Zones: Wrothgar, Murkmire etc. Same reasoning as Craglorn. Neutral and the same across all factions anyway.
It would be technically more difficult perhaps to do cross-faction within Alliance zones due to the fact that there are three different versions; 1-50, V1-V5, V6-V10. I would still like to see a way for this to happen though.
Dungeons. The Undaunted are a cross-faction NPC Guild, so it should be lore-friendly to do all their related content (the Group Dungeons and Trials) with Undaunted members from other factions. Since the content is all the same level, this should be no more technically difficult than making Coldharbour and Craglorn cross-faction. The group-finder could search for groups that are cross-faction or not, depending on a toggle setting. Otherwise, cross-faction friends/guildies should be able to just group up and port to the dungeon directly.No. Each console will have its own megaserver, meaning a total of six megaservers.Will the console players be on the PC mega servers too?
Considering this, cross-faction PvE zones and dungeons may be necessary just for grouping to be viable for some players.
But what if they add areas like Vvardenfell or Summerset Isle? which are obviously members of one of the three factions?
Interesting point on Summerset, but the same could apply to Wrothgar, as that's ostensibly a Covenant area (I think the questline is even based on that fact). Vvardenfell isn't part of Pact territory according to the map though, and according to the lore it's a temple preserve until 3E 414. The Tribunal may see a greater threat than alliance warfare emerge on Vvardenfell, and therefore open it as neutral. (This is similar to Craglorn, which is in Hammerfell and therefore Covenant territory, but is considered neutral because the Celestial threat is more important.)
