It's been awhile since I posted this, but I would like to suggest an alternate post-50 path for quests that is indifferent to whether or not VR levels are A.) removed, B.) kept, or C.) absorbed in to regular levels.
Upon completing your factions storyline the player is presented with the task of completing Cadwell's Silver, and after completion Cadwell's Gold. Instead, I would prefer to use the same mechanics being designed for Wrothgar and applying it to every non-home faction zone to make them level indiscriminate. I would also like them applied to a PvE centric version of Cyrodiil that is enhanced with a large overarching storyline which lays the groundwork for the struggle in the alliance war.
Synopsis of changes:
- Make a PvE version of Cyrodiil and create enough quests/content to be VR1-10 (or 14, I'd just prefer it to be largely useful for leveling)
- Alter Cadwell's Silver and Cadwell's Gold zones to be level indiscriminate
Make a PvE Cyrodiil
I would personally like to see Cyrodiil have a PvE version (while still keeping everything about the PvP Cyrodiil intact - quests and all), complete with a monsterous amount of quests and an overarching story (possibly about the 3 factions taking their claim of Cyrodiil from the Colovians) where we see tensions rise that eventually errupt in to the Cyrodiil we have now: a war-torn battleground that is bitterly contested by all interested parties. This new zone would encompass VR levels 1-10/14 (and would change accordingly when the decision to remove VR has been made) and provide an unrecycled path to leveling. Players would experience a new storyline for each of the 3 factions, yet all storylines would be optional and independent from the overarching storyline that eventually results in the bridge to the Imperial City being demolished as the Colovians use Daedra as their last ditch effort to hold the city.
There is also the possibility that development of the PvE zone could be much quicker, as the environments (terrain, locations, skyshard placements, dungeons, cities, etc.) are already placed. The the entire environment designed (an incredibly large one at that) the process for releasing it will have skipped a very lengthy step.
Benefits of having a PvE Cyrodiil
For the developer
- Reused assets: The entirety of the zone for Cyrodiil is already present, and what a gigantic zone it is. Yet, most of it is unseen in its entirety by the majority of the playerbase so many would find enjoyment in seeing Cyrodiil for the first time, or for being able to see parts of Cyrodiil previously unexplored due to the danger and time committment of traveling in enemy territory.
- Could still be considered DLC: Though the zone is currently available via the Alliance War, the questing content and storylines are a vastly new experience for everybody.
- Storylines: Writers would be creating storylines for events that have already taken place (Alliance acquire a foothold in Cyrodiil, Colovians hole up in IC, and the Anchor over the White-Gold tower) and could be explained in detail.
For the player
- Actual 50+ content: We would be given content that has actually been designed with post 50 in mind instead of the rehashed zones that are simply scaled.
- Seeing Cyrodiil: We would all be given the opportunity to see Cyrodiil as a whole since currently we are restricted by both a desire to PvP, and by the feasibility of seeing areas of Cyrodiil behind enemy lines
- Questers: Enjoy the storylines and events that unfold as we see the factions take hold of their respective sections and turn towards eachother once the Colovians have been pushed further and further to the Imperial City
- Grinders and Achievement Hunters: Enjoy the ability to quickly and efficiently claim any skyshards you need, as well as have the ability to complete the achievements that are exclusive to Cyrodiil
Alter Cadwell questlines to be level indiscriminate
I would like to see the Cadwell zones incorporate the coding utilized with Wrothgar and make them scale to your character. I realize this is more of a player beneficial change than something the developers can benefit from since no assets really change. However, this would go a long way to quelling the the headache some players find with post-50 content.
Benefits of altering Cadwell to be level indiscriminate
For the developer
- Irrelevent to the VR decision: By making the Cadwell zones level indiscriminate they are immune to whatever happens with the VR decision (removal, preservation, or absorbtion in to regular levels). Loot could simply scale to character level (which is a mechanic I assume is already in place as this very same dilemma is present with Wrothgar), and the content could be used as a filler instead of a necessity
For the player
- Freedom: Players would have total freedom in other factions as no matter where they are the quests are appropriate for them to gain experience with. No longer will a VR6 character have to wait for a VR2 friend to catch up, they will simply be able to meet in a mutually incomplete zone and play together at will.
- Grinders: You don't have to change locations if you prefer a specific location/zone/etc.
- Completionists: Have the freedom to complete any and all quests in whatever order you'd like
- Explorers: Explore the opposite factions as you'd like, instead of being bound to a single line of quest progression. Choose to do whatever quest you feel like doing, as they all will yield appropriate experience and loot for your level - or simply snag all the Skyshards and ignore the opposite factions altogether!
As for what to do with Craglorn, I'm indifferent to be honest. If Craglorn and other group adventure zones retain their level requirements they become benchmarks that protect players from underdeveloped companions. Otherwise, they are absorbed in to the level indiscriminate feature they become another viable place to play at any time.
Other changes I'd like to see:
- Mages/Fighters guild repeatable solo/small group instances with A.) randomly generated terrain, B.) randomly generated purpose (collect book, kill leader, investigate kidnapping, etc), C.) randomly generated enemies, and D.) randomly generated bosses.
- Eyevea play a larger role in endgame, a hub where members of all alliances can possibly find eachother.