All guilds are already cross-faction and Imperial Edition let players play any race in any alliance. Sure its coming. This was mainly done because of faster queue times and they werent sure if one alliance is so underdog, they need to take heavy action against it. Thats one of my concern, as Faction Pride is definitely fading fast, I think we really need that each alliance has own types of Castles and Siege weapons at least. Actually this opens pretty fun new opportunities.
im starting to wonder why there is even 3 different alliances.
Very much agree with this. It's a welcome change that people should be excited about. It benefits gameplay and interaction after all. In terms of lore and immersion Molag Bal is the major threat to Tamriel and its very existence; true heroes should put aside their little disputes for power in Cyrodiil, often driven by ego, when it comes to the survival and future of Nirn.Desolationz wrote: »
Let's not get salty about this change please and appreciate the more important thing which is having more people to play with as opposed to being limited to factions like it is now. This is a change we should be welcoming, stopping Molag Bal has nothing to do with what faction we're on.
This actually fits in very closely with what I hope removal of veteran ranks will mean -> hereConsidering their earlier statement that they are done with "level gating content", I suspect a huge change to all PvE zones along with the removal of veteran ranks.
- All zones will be max level (50) like Orsinium and Cyrodiil
- Players will scale up to the zone they're in
- Only 1 version of each zone; Members of all factions play in the same Glenumbra, for example
- Once you finish the mainquest, you can go to to other faction areas without further restrictions (silver/gold removed)
-> No more barriers between players, regardless of level or faction
-> Only content gate that remains is the mainquest
Further, but this is only wishful thinking:
- All veteran materials are removed and replaced with Ebony/Ebonthread/Yew
- Higher quality items require special materials (such as the new Daedric stuff in IC), but remain the same level (50)
Korah_Eaglecry wrote: »Rev Rielle wrote: »Korah_Eaglecry wrote: »Actually it's stated in a very straightforward way that it will start as dungeons and they want it to expand into PvE.i dont think it will grow to other content. i think it will stay dungeon only.
It would be really nice to have some input from the developers concerning this or at least confirming the extent of those intended changes.
Youre new here. They say a lot of things in this manner only to do half of what they said. This upcoming late fall will be a year since they spoke of removing VR ranks....Yesterday at Quakecon they said they still intend on removing them but so far there has been absolutely no gameplan laid out.
When it comes to ZOS and promises like this. Dont hold your breath.
Regarding Veteran Rank removal it was said we can expect it some time after Orsinium is released.
Ill believe it when I see it. Theyve said a lot of things that they have yet to deliver on. It makes no sense that they would add two more Vet Levels if they intend to rip them out of the game in 6+ months.
This actually fits in very closely with what I hope removal of veteran ranks will mean -> hereConsidering their earlier statement that they are done with "level gating content", I suspect a huge change to all PvE zones along with the removal of veteran ranks.
- All zones will be max level (50) like Orsinium and Cyrodiil
- Players will scale up to the zone they're in
- Only 1 version of each zone; Members of all factions play in the same Glenumbra, for example
- Once you finish the mainquest, you can go to to other faction areas without further restrictions (silver/gold removed)
-> No more barriers between players, regardless of level or faction
-> Only content gate that remains is the mainquest
Further, but this is only wishful thinking:
- All veteran materials are removed and replaced with Ebony/Ebonthread/Yew
- Higher quality items require special materials (such as the new Daedric stuff in IC), but remain the same level (50)
As the soldier from starcraft said- "hell Its about time."Hello everyone.
Yesterday on QuakeCon 2015 during the live panel from Bethesda (also transmitted live on Twitch) they announced that they are working on allowing characters to play with members of different alliances. They stated that this will start being implemented in dungeons but that it will grow to other content as well. This sounds like a pretty interesting change and beneficial to the evolution of the game but I'm curious as how it will be implemented.
Does this mean that a character of one alliance will be allowed to PvE with members of other alliances in their native areas and do such content? How will this work with the current system where players are allowed to go through the campaigns of the other two alliances in veteran ranks?
Looking forward to your input.
This actually fits in very closely with what I hope removal of veteran ranks will mean -> hereConsidering their earlier statement that they are done with "level gating content", I suspect a huge change to all PvE zones along with the removal of veteran ranks.
- All zones will be max level (50) like Orsinium and Cyrodiil
- Players will scale up to the zone they're in
- Only 1 version of each zone; Members of all factions play in the same Glenumbra, for example
- Once you finish the mainquest, you can go to to other faction areas without further restrictions (silver/gold removed)
-> No more barriers between players, regardless of level or faction
-> Only content gate that remains is the mainquest
Further, but this is only wishful thinking:
- All veteran materials are removed and replaced with Ebony/Ebonthread/Yew
- Higher quality items require special materials (such as the new Daedric stuff in IC), but remain the same level (50)
I also think something like this makes sense with their release schedule of new content.
- Imperial City is the first DLC added, because it's in a space where people already scale to the zone. Further, it establishes the framework for new itemization post-veteran removal, with special materials for better equipment. This serves to phase out the old materials that will eventually be removed.
- Further, group dungeons will scale up to VR16, because they already have a scaling mechanic implemented since Update 5. Craglorn, on the other hand, will not scale (including Trials and DSA) because the work required is not reasonable considering the eventual veteran rank removal and rescaling of all zones.
- Orsinium will be the first full PvE zone were people will scale to (already confirmed in an AmA). Once this has been established as working as intended, the removal of veteran ranks can progress further. Whether all alliances share the same zone in this update is to be determined.
- In between, cross-alliance grouping for group dungeons will be implemented - again, because grouping mechanisms are already implemented in this space.
- Eventually, all zones (including Craglorn) will scale like Orsinium does. This will probably happen before TG and DB are released, which will probably be smaller updates considering the workload of the veteran rank removal.
Just guessing here, but it seems plausible.
Why not? If it's implemented bit by bit (which makes sense, given the types of changes that will be needed to accommodate it), then it makes sense to do group dungeons first. Because the group dungeons are separate instances, and because there are no inherent differences between them based on your alliance (unlike the home zones of the alliances, which are instanced to different levels depending on what alliance you're in) all you have to do is open them up. You don't have to make any actual changes to the instances themselves. Craglorn and Coldharbour are the logical next steps (new DLC aside), as they both meet the criteria of not having any inherent differences based on your faction. The complication these zones have that the group dungeons don't is that they'd have to account for an increased player population in those zones one way or another.I've been waiting for a while for this to be implemented, but I wasn't expecting it to be in dungeon first.
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
This is totally a step in the opposite direction of the design of the game and its factions. If I have to group with player's that have killed me in pvp or that have "ganked" me I would leave that group. Why imagine the trolling that will occur because of this. Have none of you any HONOR in your faction? This and any idea of cross faction guilds kills the idea of faction vs. faction entirely. This actually has me considering leaving the game and most likely will be the factor that disbands our EP based guild. No I do not think any of you care and I can careless so save your trolling for someone else. Dungeon finder does not work well because most people hate pug's you either get a troll or a noob that does not listen or know what to do or even care what you have to say. Ebonheart non vet pvp has suffered lately because of lack of team work and /or the ability to accept new idea's about pvp tactic's. I will definitely not
be able to change the dev's thoughts on this or your's most likely so I will just watch and hope this idea is never ever ever implemented into the game. I even had someone try to recruit me to a 3 faction pvp guild that had plans to control the pvp map by means of having all 3 factions under its control in this unnamed guild. In my opinion they might as well rename the game and remove the faction vs faction and make it open world pvp and make the story about fighting molog bol only. If they do implement this idea I hope you enjoy the new game because the old game will be lost.
Not necessarily. Considering there are numerous different "shards" of each zone, say each shard has capacity of 600. Currently that's 600 from one faction, but it could easily be altered so that it was 200+200+200, or even dynamically set so that a+b+c=600 for 1 < a,b,c < 600.The complication these zones have that the group dungeons don't is that they'd have to account for an increased player population in those zones one way or another.
But that's exactly the kind of "accounting for an increased player population" that I'm talking about... They'd have to decide on how they want to have the population balanced across the alliances in each shard, and then create a mechanism to maintain that balance. With a group dungeon where the population is only the 4 people in the group, you don't have to worry about any of that, so you don't have to write any code to take it into account.Not necessarily. Considering there are numerous different "shards" of each zone, say each shard has capacity of 600. Currently that's 600 from one faction, but it could easily be altered so that it was 200+200+200, or even dynamically set so that a+b+c=600 for 1 < a,b,c < 600.The complication these zones have that the group dungeons don't is that they'd have to account for an increased player population in those zones one way or another.
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Ah sure, fair enough. I thought maybe you meant they would directly triple the capacity, which is possible but less likely.But that's exactly the kind of "accounting for an increased player population" that I'm talking about... They'd have to decide on how they want to have the population balanced across the alliances in each shard, and then create a mechanism to maintain that balance. With a group dungeon where the population is only the 4 people in the group, you don't have to worry about any of that, so you don't have to write any code to take it into account.Not necessarily. Considering there are numerous different "shards" of each zone, say each shard has capacity of 600. Currently that's 600 from one faction, but it could easily be altered so that it was 200+200+200, or even dynamically set so that a+b+c=600 for 1 < a,b,c < 600.The complication these zones have that the group dungeons don't is that they'd have to account for an increased player population in those zones one way or another.
Why not? If it's implemented bit by bit (which makes sense, given the types of changes that will be needed to accommodate it), then it makes sense to do group dungeons first. Because the group dungeons are separate instances, and because there are no inherent differences between them based on your alliance (unlike the home zones of the alliances, which are instanced to different levels depending on what alliance you're in) all you have to do is open them up. You don't have to make any actual changes to the instances themselves. Craglorn and Coldharbour are the logical next steps (new DLC aside), as they both meet the criteria of not having any inherent differences based on your faction. The complication these zones have that the group dungeons don't is that they'd have to account for an increased player population in those zones one way or another.I've been waiting for a while for this to be implemented, but I wasn't expecting it to be in dungeon first.