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Why are we separated from other factions players?

  • WraithAzraiel
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    k9mouse wrote: »
    I agree with ZOS to keep the faction separated to help to keep faction pride, after all they ARE at war with each other and they should NOT help each other for that reason.

    Also, keeping the faction separated will help the faction mean something, if anyone can be any faction, then what is the purpose of factions? They have lost their meaning then.

    ZOS is doing the right aspect by keeping them separated for those reasons.

    Paul Sage himself stated in an interview with Massively that at some point in the end game we'd be able to group with and quest with players from opposite factions.

    "Sage assuaged most of my fears, however, when he mentioned that once you hit level 50 and decide to play in another alliance's areas, you'll be able to play with friends in that faction. So at the endgame, things begin to open up and you can group up, chat, and run dungeons with players of other factions. The one area where things remain separate is, of course, the Alliance War in Cyrodiil."

    http://massively.joystiq.com/2013/03/19/the-elder-scrolls-online-interview-paul-sage/
    (1st paragraph under the 4th picture)

    So either the interviewer misunderstood the Great and Powerful Sage and a retraction was never printed or it's a feature that's yet to come.

    But the open world PvP bit will likely never come about.


    From what I understand Hrothgar will be shared across all the factions according to the QuakeCon video.
    So maybe that's the start.
    Edited by WraithAzraiel on October 10, 2014 5:22AM
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  • CapuchinSeven
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    AngryNord wrote: »
    Because this isn't UO. That's the game to go to if you want to feel your epeen rise by ganking newbies all day.

    *eye roll*
  • suycyco
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    I think it's a good thing if people will be able to group with others factions in pve.
    I mean they decided to make us play in anothers factions to helps others people in VR ranks and then we were allocated to raidlorn wich is basicaly everybody vs evil so the cross faction has sense here.
  • Enodoc
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    Putting open-world PvP aside, and thinking only in PvE terms, these are the things I believe should be cross-faction (with lore-reasons):
    • Group Dungeons: Group Dungeon quests are orchestrated by the Undaunted, and the Undaunted have no Alliance affiliation. Players from all alliances should be able to group together to complete them. (You could set a toggle in the Group Finder for if you do/do not want cross-faction for the upcoming run.)
    • Coldharbour: In Coldharbour, we have convinced the three Alliance Leaders to sanction the Guild invasion, meaning NPCs of all alliances will be there. Cross-faction PvE in Coldharbour therefore makes logical sense.
    • Neutral Zones: Veteran Content zones that have no inherent Alliance affiliation, like Craglorn and presumably other upcoming Adventure Zones and "Solo PvE" Zones. Using Craglorn as an example: since the Star-Gazer Heralds can be found in all three Alliance capitals seeking aid, it would make sense that players from all alliances respond to that, meaning players from all alliances should be able to play together.
    • Trials: Combine the reasoning behind Group Dungeons and Neutral Zones. Also would make it easier for cross-faction Raid Guilds to exist.

    That list is basically made up of all the "Neutral" content, which has no good reason for separation. Assuming some reworking of Cadwell's Gold and Silver, you could also extend that to the Veteran versions of the main Alliance zones. Assume the Normal versions of the zones remain faction-locked for 1-43 [44-50 is Coldharbour, and as mentioned above this is a Neutral zone which should be cross-faction anyway].
    When Veteran is reached, the Normal/Veteran toggle in the Group Finder is unlocked - this could be used to toggle between Normal and Veteran versions of your home alliance zones. In the Normal versions, all content is as normal 1-43 (you've outlevelled the enemies, you've completed all the quests, and you only see your own alliance members). In the Veteran versions, all content is V1+ and players from other alliances are also there. They could be doing a reworked Cadwell's Almanac of the standard Veteran-version Alliance quests, or you could all work on some Dailies that are only available in these Veteran versions of the zones.

    These ideas take nothing away from what is already there, they just increase the options available to better allow players to "play how they want to play".
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  • Maverick827
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    If it were up to me, from the start:
    • There would have been no factions in PvE
    • Players could choose to start any of the three storylines on new characters, to keep things fresh
    • Cyrodiil would be a free-for-all. Essentially a mini Shadowbane inside ESO
    • If you really need to have factioned PvP, have the player choose between three nationally-independant factions as their "PvP faction"
    Edited by Maverick827 on October 10, 2014 1:25PM
  • Tabbycat
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    There are two main reasons that ZOS devs have stated for the separation of factions in PvE zones.

    1. To increase/encourage participation in Cyrodiil. They worry that allowing cross-faction PvP in other zones will take away from the experience in Cyrodiil. They want to keep the cross-faction PvP focus on Cyrodiil.

    2. To prevent griefing in low level zones. If you can't take your VR14 character to other faction zones and see players of the opposite faction, you can't annoy players who are trying to level. They want to make sure that players who don't want to PvP are not forced to do so.
    Edited by Tabbycat on October 10, 2014 1:37PM
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  • Tapio75
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    I have some hope of cross faction VR zones when VR levels are changed to Champion system... I mean that if the VR levels go and they should, then you just gather XP to gain Champion points or what ever they were..

    Then they could and should equalize those VR zones to be at equal level, only having more challenge overall, then everyone could be in same phase.. players/phase should still be the same but those players would consist of all factions players and then at least playing Champion system would be cross faction..

    I admit it still is far from ideal... But at least thgat way we could finally see our friends from other factions, make friends from other factions.. Help other faction players or if you so choose.. amusingly observe them being slayed by big bad ^^

    PVP be forgotten for now

    but eventually when Tamriel is fully done.. Borders and stuff should be removed and players allowed freely roam the Tamriel by horse (Or sail around Tamriel if someday hobby like that would come)

    true seamless open world like in LOTRO and World of Warcraft should be the standard to go, that feels realistic and most immersive that it can be. EVEN if players would still be separated by Faction and you only see your factions.
    players.

    One thing that made me love World of Warcraft years back was the seamless world which felt grand and still feels when you just use feet and horse like i do.. Have to say though, that i have not logged to it even once after i got my ESO beta way back :)
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  • Tandor
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    It sounds like the main reason for this idea (which I abhor so far as it relates to open world PvP) is to allow cross-faction guilds to get together.

    An alternative solution would be for guild membership to be restricted to a single faction. Problem solved.
  • Enodoc
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    Tabbycat wrote: »
    There are two main reasons that ZOS devs have stated for the separation of factions in PvE zones.

    1. To increase/encourage participation in Cyrodiil. They worry that allowing cross-faction PvP in other zones will take away from the experience in Cyrodiil. They want to keep the cross-faction PvP focus on Cyrodiil.

    2. To prevent griefing in low level zones. If you can't take your VR14 character to other faction zones and see players of the opposite faction, you can't annoy players who are trying to level. They want to make sure that players who don't want to PvP are not forced to do so.
    Those are points in opposition of open-world PvP, but what's your opinion on cross-faction PvE?
    Tandor wrote: »
    It sounds like the main reason for this idea (which I abhor so far as it relates to open world PvP) is to allow cross-faction guilds to get together.

    An alternative solution would be for guild membership to be restricted to a single faction. Problem solved.
    Or to have cross-faction PvE in Neutral Zones.
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  • Tabbycat
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    Enodoc wrote: »
    Tabbycat wrote: »
    There are two main reasons that ZOS devs have stated for the separation of factions in PvE zones.

    1. To increase/encourage participation in Cyrodiil. They worry that allowing cross-faction PvP in other zones will take away from the experience in Cyrodiil. They want to keep the cross-faction PvP focus on Cyrodiil.

    2. To prevent griefing in low level zones. If you can't take your VR14 character to other faction zones and see players of the opposite faction, you can't annoy players who are trying to level. They want to make sure that players who don't want to PvP are not forced to do so.
    Those are points in opposition of open-world PvP, but what's your opinion on cross-faction PvE?
    Tandor wrote: »
    It sounds like the main reason for this idea (which I abhor so far as it relates to open world PvP) is to allow cross-faction guilds to get together.

    An alternative solution would be for guild membership to be restricted to a single faction. Problem solved.
    Or to have cross-faction PvE in Neutral Zones.

    I personally think Cross faction pve should have occurred in the Adventure Zones. I was surprised that Craglorn was not cross faction.
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  • Leeric
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    Faction Pride? Outside of PvP there isn't any. If there was why have I been doing quests to build DCs army as a EP faction character?.....I think they should allow other players of other factions to do dungeons, trials and instanced based things. There is really no argument against it because the reason above.
  • BloodStorm
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    babylon wrote: »
    I never want to see open world pvp, this is a terrible idea and most of us do not want forced pvp maps.

    Cheers, but no thanks.
    Game will not be a real MMO until World PVP. The justice system looks promising though and we will be able to hunt down other players who receive large enough bounties which then become kill on site. ZOS said we will get quests to kill them pretty much so I am excited for that. Personally Cyrodill is not the kind of PVP I like and the fact Cyrodill is pretty bland compared o the real questing zones and so forth. Hopefully the justice system does a good job at world pvp though later on down the road and of course only those who want to attack towns / NPCs will get big bounties and be subject to any form of world PVP. Of coure leaving out players who want nothing to do with it as in they cannot be targeted.

    Edited by BloodStorm on December 9, 2014 3:38PM
  • OrangeTheCat
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    I agree OP. There isn't much that I miss about WoW, but what I do miss is knowing enemy players are out there and running into them becomes more likely the deeper into their territory you go. It added a lot of fun tension. Should be flaggable of course.
  • TehMagnus
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    Craglorn should have been shared between all factions as well as all the next areas that don't belong to a particular alliance.

    IMO
  • Akselmo
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    I would've rather not joined any alliance when I rolled my character.. So I agree.

    I understand that the alliances are in war with each other, but this doesn't mean there isn't the "neutral" 4th party who doesn't give a hoot about silly wars.

    Still think it would be fun to run a bandit group made from different characters and races in Cyrodiil, attacking anyone who comes in our way.
    Hun-Tra@Akselmo (EP-EU-PC)
    A fan of TES-series since 2005.
  • Heishi
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    Look at the map:
    http://fc04.deviantart.net/fs70/f/2013/210/1/8/elder_scrolls_online__map_of_tamriel_by_okiir-d6flnk8.png

    Those are the current active areas (minus Craiglorn cause it's an early map). Please explain how exactly you plan to get from one faction to another and if you do then how without border guards reaming you for being from another faction. When you play through the quests, how many invading ships do you end up destroying.

    When you meet with the three leaders, you use a portal and even under diplomacy they are rearing to tear you apart. Were you to hypothetically make a portal to another place it would just be surrounded and destroyed. Also it would constitute an act of direct war. Right now A,B, and C are fighting in one country to fight for rule. If A opens war directly on B, C will gain the upper hand over the country as A and B will have to divert resources to fighting each other.

    The leaders note they don't even have enough resources to try to do something which will save all of Nirn because they don't want to pull away from the fight in Cyrodiil.

    There's no where near enough resources for each faction to fight three wars at once (ie: A in Cyrodiil, A vs B, and A vs C).

    Let's not forget that in the given time there's no reason for the factions to directly fight each other. Why would A launch a full assault on B, they aren't trying to destroy each other, they're trying to take control of the capitol.

    Sure some individual groups make small pestering attacks like pirates attacking Shadowfen, Orcs setting up camps in Greenshade, ect. but these are small groups doing their own thing, not trying to actually attack the alliance itself.

    TL:DR: There's no logical reason for open world PvP in opposing factions.
    And so did many brave men, women, and beast fall to the end of Beta, never to be heard from again. All that is left, is whispers of the adventures they had.
  • Heishi
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    Akselmo wrote: »
    I would've rather not joined any alliance when I rolled my character.. So I agree.

    I understand that the alliances are in war with each other, but this doesn't mean there isn't the "neutral" 4th party who doesn't give a hoot about silly wars.

    Still think it would be fun to run a bandit group made from different characters and races in Cyrodiil, attacking anyone who comes in our way.

    Technically Fighters Guild and Mages guild are neutral, I suspect Thieves guild and Dark Brotherhood will be too. I agree it would have been cool to make a character who wasn't a part of the alliance specifically. Maybe do like a FFXIV thing where you choose a alliance after playing x amount of the game.

    I'm not sure how well it would work though. The FG/MG/TG/DB work as neutral because they go to great pains not to help anyone. The guilds would also have no reason to fight in Cyrodiil, not to mention all but DB have no kill rules and all but TG have no steal rules. Even in TG you can't steal from another member.

    So.. relevant to the open world PvP it wouldn't happen. When the justice system launches provided it doesn't flop, I suspect there will be many bandit groups :D
    And so did many brave men, women, and beast fall to the end of Beta, never to be heard from again. All that is left, is whispers of the adventures they had.
  • Zeg0ta
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    World PvP needs to be implemented if I go into another factions zone I should expect a fight . What I would have like to see instead of VR lvling in the other factions zones. is zones for the divines or daedric princes would have definately been fun that way and would have saved areas for alts instead of doing it all on one character.
  • Elsonso
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    Because there is an alliance war going on, members of opposing factions should always be flagged for PVP and attackable. This would be completely independent of the pacifist views of the characters and players involved. If two pacifists meet, they can choose not to attack each other. No toe in the water "opt out" setting.

    This is the only way that the Alliance War concept can actually work across the whole of Tamriel. Mingling is for select NPCs, not players.

    If you don't want open world PVP, then restrict mingling of the alliances to specific zones, like Cyrodiil, or ditch Cyrodiil and the Alliance War completely.

    Personally, given the problems in Cyrodiil and the fact that so many things already cross Alliances, I am in favor of closing the game to the Alliance War PVP and reopening Cyrodiil as a cross-faction PVE solo/group area.

    We could close the chapter on organized PVP in the game. ZOS would not have to spend money to fix lag. PVP class balance problems would vanish overnight. It would allow for 3x the Group Finder hits and hedge against declining subscribers. It would open up a huge new area for PVE questing.

    This is so much of a win that I am surprised that it has not happened already.


    Edit: and people think I can't be sarcastic when I want to be. TL;DR: Alliances should be kept apart or added to mandatory open world PVP. Pacifists can meet periodically at the nearest wayshrine.
    Edited by Elsonso on December 9, 2014 5:34PM
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  • Enodoc
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    @Heishi‌, @Zeg0ta, @lordrichter‌, putting open-world PvP aside, what's your opinion on cross-faction PvE in the existing neutral locations?
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  • Zeg0ta
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    @Endoc, players should be allowed to group with other people from other factions with some kind of toggle PvP would make the world seem bigger more full of life as far as people trying to say that would be lore breaking or being a traitor not everyone is for the war or has different views on it.
  • Heishi
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    Enodoc wrote: »
    @Heishi‌, @Zeg0ta, @lordrichter‌, putting open-world PvP aside, what's your opinion on cross-faction PvE in the existing neutral locations?

    Cross-faction PvE in neutral zones I don't see any sort of problem with. Being a neutral zone (alliance fighting being frowned upon) I don't think there should be open world PvP. Maybe 1v1 brawls. But for PvE I think it'd make some sense and could be done. The question would be where, but that wouldn't be too complicated to resolve
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  • Elsonso
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    @Enodoc‌ -

    I prefer no action that further blurs the line between Alliances. They can exist together, but they should be like oil and water, fire and dynamite. I would certainly like to see all of the other factions in these places, but I am on the fence regarding open PVP vs flagged PVP in neutral areas of Tamriel.

    Make no mistake, though, PVP should be an option. If it is not the default, it should be as easy to turn it on. There should be no Configuration Setting that you turn on that puts an anti-PVP shield around you.

    Just to be clear, in Alliance areas it is PVP or nothing. My idea of opting-out of PVP in opposing Alliance areas is "opt not to go there" and, for the natives, stay away from the big bad guys.

    Cadwell's stupid quests would be the only exception, and only during the quest.

    Yeah. You might die at the hands of some other player. The world is a cruel place and there is a war going on. A world where people "just get along" is boring. There needs to be death. Mayhem. Disorder. Danger. Conflict. Pestilence. ZOS does not have the resources to build enough to support this. This has to come, in part, from the players opposing each other.

    Of course, this all stands against anything resembling cross-faction grouping in Tamriel. I am more opposed to that than I am most other things about the game. It trivializes a major source of conflict in the game that could be used to build more end-game content.

    Now... on Oblivion planes where the threat can be common and no Tamrielic Alliance interests conflict... yeah, cross faction cooperation in places like Coldharbour and Eyevea are not out of the question.

    Craglorn? No.
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  • Enodoc
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    Craglorn? No.
    Why not? Lore-wise, the Star-Gazer Herald is seeking aid in all alliance capitals, meaning that people from all alliances will be going there to help out. The Celestial threat is much more of a threat than the Alliance War and would affect the whole of Tamriel if left unchecked. Despite being in Covenant territory, the Covenant themselves are not interested in the Celestial threat, leaving it wide open for cross-faction cooperation. No Alliance interests conflict here.

    Gameplay-wise, it's hard enough to get a group in Craglorn at the moment anyway. With cross-faction cooperation, the potential group pool is three times bigger. I agree that the Alliance War should be used to build more end-game content, but for the content that we already have, which is neutral, I don't see why enabling cross-faction neutrality is a problem.
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  • Reverb
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    k9mouse wrote: »
    I agree with ZOS to keep the faction separated to help to keep faction pride, after all they ARE at war with each other and they should NOT help each other for that reason.

    Also, keeping the faction separated will help the faction mean something, if anyone can be any faction, then what is the purpose of factions? They have lost their meaning then.

    ZOS is doing the right aspect by keeping them separated for those reasons.

    Caldwell's Silver and Gold go against all of this. I would much rather interact with characters not native or loyal to my region.

    It's like tourism - I like Paris, and I can visit without having to join the French navy or declare hatred for Britons. The existing ESO structure would force me to do both. It makes more sense for an Ebonheart loyalist to simply be adventuring in Rivinspire than it does for him to have to be a Daggerfall loyalist fighting for the Covenant to be there, then return to EP when he leaves.
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  • Reverb
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    Double post
    Edited by Reverb on December 9, 2014 10:37PM
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  • Heishi
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    @Enodoc‌ -

    I prefer no action that further blurs the line between Alliances. They can exist together, but they should be like oil and water, fire and dynamite. I would certainly like to see all of the other factions in these places, but I am on the fence regarding open PVP vs flagged PVP in neutral areas of Tamriel.

    Make no mistake, though, PVP should be an option. If it is not the default, it should be as easy to turn it on. There should be no Configuration Setting that you turn on that puts an anti-PVP shield around you.

    Just to be clear, in Alliance areas it is PVP or nothing. My idea of opting-out of PVP in opposing Alliance areas is "opt not to go there" and, for the natives, stay away from the big bad guys.

    Cadwell's stupid quests would be the only exception, and only during the quest.

    Yeah. You might die at the hands of some other player. The world is a cruel place and there is a war going on. A world where people "just get along" is boring. There needs to be death. Mayhem. Disorder. Danger. Conflict. Pestilence. ZOS does not have the resources to build enough to support this. This has to come, in part, from the players opposing each other.

    Of course, this all stands against anything resembling cross-faction grouping in Tamriel. I am more opposed to that than I am most other things about the game. It trivializes a major source of conflict in the game that could be used to build more end-game content.

    Now... on Oblivion planes where the threat can be common and no Tamrielic Alliance interests conflict... yeah, cross faction cooperation in places like Coldharbour and Eyevea are not out of the question.

    Craglorn? No.

    I agree that a war where people "just get along" is boring.

    Something to keep in mind though is the intent of this alliance war. Ebonheart Pact, Daggerfall Alliance, and Aldmeri Dominion are NOT at war because they hate each other. They are at war to prove who's top dog fit to rule the empire.

    Through out the main quest line, a good majority of people who are antagonistic are from the same alliance you are playing in. In all three alliances, you spend most of the main quest dealing with your own people who do not want to be a part of the alliance, or want to rule the alliance their own way, and trying to bring the races together under a single banner.

    The Ebonheart Pact is noted as the most broken. They don't like each other at all, only working together because they recognize individually they don't have competitive strength to go eight-on-one into a war.

    Daggerfall is just a band of mercs that want power, pretty much a plutocracy. They constantly fight each other.

    In Aldmeri Dominion, it's a bunch of elitist wanting to rule Tamriel because they believe no one can do it right but them. They're pretty much the only ones that don't have a large amount of internal conflict, and that's because Altmer, Bosmer, and Khajiit couldn't give a skeever's rear about each other. The Altmer are the ones who want the throne and just convince the Khajiit and Bosmer that the world's gonna fall apart if they don't take the throne.

    The problem is, as the game is setup now, you are a pivotal part of whichever alliance you join, so much so you are known in other alliances. Within your own alliance it wouldn't make sense if you were constantly trying to kill other alliance supporters.

    A "diplomat" killing a bunch of people within another alliance's territory wouldn't be tolerated, also it would completely make the lead up to coldharbour make no sense.

    Now, were you able to create non-allied characters (as I had noted previously) it wouldn't be such a big deal. Actually it would make for quite the interesting story having to find away to band together enough people to take on molag bal without the assistance of the alliance. You could feasibly make a whole separate main quest line for it.

    I'm actually quite curious to see how they implement the justice system.

    Queen Ayren "I hear you have killed hundreds of villagers.... that's ok I'm sure they had it coming, not come my trusted eye we have very politically sensitive work to do and you're the only one I can trust with it"

    :p
    And so did many brave men, women, and beast fall to the end of Beta, never to be heard from again. All that is left, is whispers of the adventures they had.
  • Heishi
    Heishi
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    One thing that bugs me, I get that ZOS wanted to dangle the imperials as a bonus race, but lore wise what are they doing while all the other races are trampling their home fighting for the throne. Supposedly the Imperial City for Cyrodiil is finished but with the size of the next main patch they are holding onto it until the following main patch or something.

    Still, judging by Abner Tharn and lore, the imperials should be pretty well established in Cyrodiil, at least in Imperial City. The only player Imperials are allied to other alliances. It opens a lot of questions.
    And so did many brave men, women, and beast fall to the end of Beta, never to be heard from again. All that is left, is whispers of the adventures they had.
  • Ysne58
    Ysne58
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    I like the idea of making both Coldharbour and Craglorn cross faction pve. As far as Cyrodiil/Tamriel goes, I believe that was always meant to be pvp. I'd love to see it become another cross faction pve area .

    But then what happens to those who only like pvp. They pay for the game too it would not be fair to leave them hanging and I doubt the Justice System would solve all the pvp needs.
  • kewl
    kewl
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    I don't have a problem with factions in PvP or PvE questing. However, the LFG tool should be pooling from all available players for delves, trials and DSA.
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