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".
Yeah I think it's bad wording. From what I understand, Wrothgar is going to be set up like the standard zones; ie, content that you are able to do solo, but you could also do it in twos/threes. Calling it a "Veteran Standard Zone" would make more sense than calling it a Solo PvE Zone. (Assuming it's Veteran; is that even confirmed yet?)I'm a little confused as I thought Wrothgar was considered solo content. Though I guess that's what standard zones are minus WBs and larger delves. A couple long solo dungeons would be cool.
Just gonna drop in this which I wrote in a similar thread, adding in the Guild sanctuaries: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.
- Eyevea and The Earth Forge: As with the Undaunted, the Mages Guild and Fighters Guild have no Alliance affiliation, so there's no need for separate versions of these Guild sanctuaries.
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".
Aldmeri players working with Pact players who are still levelling in Deshaan is not part of the suggestion. Once Veteran is reached, and you are thrust into alternate timelines, Pact players, Aldmeri players and Covenant players would be able to work together. Vet and Normal quests wouldn't be in the same place because of this separation.Aldmeri players in another version of Deshaan created by a Daedra (like a dream or something else) is far less implausible than Aldmeri players working with Pact players and helping their ennemies protecting their countries in time of war -_-
( and it'll be too hard to make Vet and Normal quests in the same place)
It was King Kurog that joined the Covenant and he made Orsinium (the city) officially part of Covenant territory. The entire region of Wrothgar could still be neutral, considering all the opposition to the Covenant that exists there. It has been suggested that the story of Wrothgar will be based around the Orcs' membership of the Covenant, so there may also be the option of separating them.And Wrothgar is supposed to be home of the Orcs, one of the Daggerfall Covenant races. If they make it's zone story neutral it'll be the retardest thing I've ever see. (not to mention that we actually see more Orcs fortress in the other 2 factions than in their main faction -_-) They should add 3 zones at the same time, one for each faction with faction story related and when you finish your story you can do the other two ... just like in the vanilla game (but without those annoying VR this time of course)
Meaning how would it determine which faction is v1-5 and which is v6-10.
Currently if you are AD your v1-5 is EP and v6-10 is DC, for EP I think it's DC and then AD and for DC it's AD then EP or something like that. So there is scaling issue with these areas as AD char in EP would be v1-5 and DC char it would be v6-10.
Sure, only a reworking of how Cadwell's Silver and Gold function would make that work, but with the removal of Veteran Ranks in the future, something must already be planned around this. This is a suggestion that goes along with that.Storywise (and Seht knows I don't really care about that stuff in an MMO), you can't make the VR1-10 zones open to all alliances since they are part of Caldwel's SIlver & Gold (you can't even access them if you haven't finished the main quest).
Listening to @ZOS_NickKonkle off the record (link), I was so very disappointed to hear him clear up the misconception that while Wrothgar will be accessible to all 3 alliances, there will be three different versions, one for each alliance.
He states the only PvP that will be possible there is against your own faction via the justice system. That's kinda counter-intuitive. This was fine for lower level areas, but can we please get an "all alliance" version of these additional zones you guys are adding to the game??? It's quite immersion breaking for these zones to exist in a vacuum and only be accessible to your faction.
EDIT: After further discussion, I would like to amend my my suggestion.....
Rather than 3 faction-specific versions of each of the 50+ zones, why not 2 versions that are open to all alliances simultaneously, one is PVP-enabled, and the other that is No-PVP?
Also, the Earth Forge, Eyevea and Coldharbor should obviously be faction neutral as they are in the story line.
WIN-WIN!!!
A valid point on open world PvP, but what is your opinion on cross-faction PvE in the neutral locations? That's the direction this thread appears to be taking right now.Unknown_poster wrote: »Just realize you're never going to be able to run around ganking pve toons and your stress levels and whining will drop away. Only reason you have cyrodiil is because they hired the guy from DAOC and he convinced them that all the little people who like to pull the wings off flies would flock to their game. It didn't happen and they weren't able to pull off their grand vision with the tech they have, so you're in for more frustrated keyboard venting in the forums.
Meaning how would it determine which faction is v1-5 and which is v6-10.
Currently if you are AD your v1-5 is EP and v6-10 is DC, for EP I think it's DC and then AD and for DC it's AD then EP or something like that. So there is scaling issue with these areas as AD char in EP would be v1-5 and DC char it would be v6-10.Sure, only a reworking of how Cadwell's Silver and Gold function would make that work, but with the removal of Veteran Ranks in the future, something must already be planned around this. This is a suggestion that goes along with that.Storywise (and Seht knows I don't really care about that stuff in an MMO), you can't make the VR1-10 zones open to all alliances since they are part of Caldwel's SIlver & Gold (you can't even access them if you haven't finished the main quest).
I meant cross-faction PvE without any PvP (optional participation in the Justice System aside).Unknown_poster wrote: »A valid point on open world PvP, but what is your opinion on cross-faction PvE in the neutral locations? That's the direction this thread appears to be taking right now.Unknown_poster wrote: »Just realize you're never going to be able to run around ganking pve toons and your stress levels and whining will drop away. Only reason you have cyrodiil is because they hired the guy from DAOC and he convinced them that all the little people who like to pull the wings off flies would flock to their game. It didn't happen and they weren't able to pull off their grand vision with the tech they have, so you're in for more frustrated keyboard venting in the forums.
My opinion is that pvp is limited, controlled, and always consensual. As soon as you make it that people in an area HAVE to pvp in order to do pve content you are going to lose those of us who cbfed to play their reindeer games. I'll give you an example from years back. SWG before they screwed to pooch with the infamous NGE made jedi a long grind to get and rare. But those who got jedi were forced to lurk in corners of maps to level. If you used a lightsaber or force powers in the vision range of a npc or another player (including other jedi) you gained "visibility". Which limited you to basically killing pigs in the forest for a really long grind. Once your visibility was high enough you appeared as a target on player character bounty boards as a mission. Gank groups would form and come find you in the wilderness and kill you. Problem was, if you were killed that way you lost up to 8 hours of exp. Now the implementation of the justice system seems to have safeguards in place to stop such activity from being forced, such as paying your bounty to clear it, if there was no way to clear it I would be taking a long hard look at where to spend my disposable dollars next.
Yes, I was one of those jedi. It so turned me off to pvp that I didn't pvp in another mmo for almost 10 years. Finally started getting into it in SWTOR when I played that, because their arenas at that time were pretty much to only pvp experience you had. And it was fun.
I hadn't given any more detail because we don't know how the removal of Veteran Ranks will affect the content in the other faction territories, and I didn't want to speculate. Here's an idea though:Meaning how would it determine which faction is v1-5 and which is v6-10.
Currently if you are AD your v1-5 is EP and v6-10 is DC, for EP I think it's DC and then AD and for DC it's AD then EP or something like that. So there is scaling issue with these areas as AD char in EP would be v1-5 and DC char it would be v6-10.Sure, only a reworking of how Cadwell's Silver and Gold function would make that work, but with the removal of Veteran Ranks in the future, something must already be planned around this. This is a suggestion that goes along with that.Storywise (and Seht knows I don't really care about that stuff in an MMO), you can't make the VR1-10 zones open to all alliances since they are part of Caldwel's SIlver & Gold (you can't even access them if you haven't finished the main quest).
You are throwing idea around but not putting too much thought into it. Of course removal of veteran ranks will have it's impact yet still we will need progressively harder content to get those champion points and get tougher.
Most likely the quests in the enemy faction areas are not going away so they need to represent some difficulty currently in veteran levels. So per faction there would basically be just one veteran area unexplored by both persons from different factions. Currently that area is totally different in terms of difficulty for those.
Personally I cannot think any way of making that work in difficulty and quest wise to 2 different faction players to go together.
Also, the Earth Forge, Eyevea and Coldharbor should obviously be faction neutral as they are in the story line.
WIN-WIN!!!
Care to elaborate? Cross-faction PvE makes lore-sense in Neutral Zones, so it just seems logical to be working towards that. [Technical issues as stated above aside.]cgipervert wrote: »I disagree with the OP need for this.
SuraklinPrime wrote: »Please can this game have spaceships, i like spaceships and other games I like have them.
SuraklinPrime wrote: »Please can this game have spaceships, i like spaceships and other games I like have them.
amusing, would you be ok with orbital stations? Imperial Battlespire could do
I don't think there's much history on the Battlespire to say when it came into existence. I always assumed it was a Third Empire (Septim Dynasty) location, but there's no real reasoning for that. It could exist during the Second Era in some form or another, and I agree it would make a great raid dungeon. Perhaps even a 24-person group, since that's something that the Group Finder allows for.starkerealm wrote: »SuraklinPrime wrote: »Please can this game have spaceships, i like spaceships and other games I like have them.
amusing, would you be ok with orbital stations? Imperial Battlespire could do
Does the Battlespire exist in the 2nd Era? I mean I'd freakin' love to tear through it in a raid.
Plenty of other places for PVP, completely unneeded.
Which of OP's points? I also don't think open world PvP is necessarily a good idea, but I don't see any particular [non-technical] downsides in cross-faction PvE.While I don't necessarily agree with OP's point; regarding the above comment, what other places exist for PvP excluding Cyrodiil? In fact, if anything, since launch there are fewere PvP areas as there are fewer campaigns in Cyrodiil.Plenty of other places for PVP, completely unneeded.
Which of OP's points? I also don't think open world PvP is necessarily a good idea, but I don't see any particular [non-technical] downsides in cross-faction PvE.