newtinmpls wrote: »Wow, that's a pretty cool idea.
there is a surge of Aetherial energy flowing through the newly-unlocked wayshrines and to be careful if you try to use them, as "even familiar faces may see you as a soulless drifter, lost in an unfamiliar land, if you attempt to access these wayshrine destinations". (Essentially, a message saying the same thing Cadwell says to you.)
Not for Elder Scrolls (although the detail I go into in some of my concept suggestions may lean into that areanewtinmpls wrote: »I like this.there is a surge of Aetherial energy flowing through the newly-unlocked wayshrines and to be careful if you try to use them, as "even familiar faces may see you as a soulless drifter, lost in an unfamiliar land, if you attempt to access these wayshrine destinations". (Essentially, a message saying the same thing Cadwell says to you.)
Ever considered writing fanfic?
Nice idea! An issue I see with that though is that it will reallocate the established timelines. Suddenly everything will be happening to the one character in succession (they left one area and subsequently got shipwrecked in another), rather than the setup which Cadwell introduces where you are put in a "what would have happened if..." alternate timeline and the events happen in parallel to your original alliance.
Just opening up the wayshrines doesn't explain this either, but to avoid breaking immersion we need to avoid breaking the already-established alternate timeline setup, as that introduction is still there when you get to it. Perhaps what is needed is a pop-up box (or in-game mail) explaining that there is a surge of Aetherial energy flowing through the newly-unlocked wayshrines and to be careful if you try to use them, as "even familiar faces may see you as a soulless drifter, lost in an unfamiliar land, if you attempt to access these wayshrine destinations". (Essentially, a message saying the same thing Cadwell says to you.)
dodgehopper_ESO wrote: »Nice idea! An issue I see with that though is that it will reallocate the established timelines. Suddenly everything will be happening to the one character in succession (they left one area and subsequently got shipwrecked in another), rather than the setup which Cadwell introduces where you are put in a "what would have happened if..." alternate timeline and the events happen in parallel to your original alliance.
Just opening up the wayshrines doesn't explain this either, but to avoid breaking immersion we need to avoid breaking the already-established alternate timeline setup, as that introduction is still there when you get to it. Perhaps what is needed is a pop-up box (or in-game mail) explaining that there is a surge of Aetherial energy flowing through the newly-unlocked wayshrines and to be careful if you try to use them, as "even familiar faces may see you as a soulless drifter, lost in an unfamiliar land, if you attempt to access these wayshrine destinations". (Essentially, a message saying the same thing Cadwell says to you.)
@Enodoc is right, our replay mode is simply Meridia 'illuminating' to us what would have happened.
How about no?
Those zones are still VR, so non VR players will not be able to do the content thus not immersion breaking @ all since good luck trying VR Reapers March on your level 12 EP or DC character...
Also it's a choice, the player chooses to break the immersion or not, thus there is no need for this completely uncalled for change, you do realise that the game is in quite a state of decay and is undergoing serious repairs right? Why would it be logical to divert resources into changing the game for something like this?
oxxalejandroxxo wrote: »Compared to things that need huge amount of coding effort like changes in AOE cap in PVP zones, adding a new loading screen and some captions would a tiny teeny thing for them to do.
TBH the lore/story breaks are the same as when they decided all of a sudden to change the wake up location from the islands to the cities.
Sadly ZOS don't care about story continuity, they're catering to the gamers not roleplayers. Maybe we'll see some changes made for this later (as they did several to clean up the starting island mess) but it's not going to be a priority.
That's a good one. If there were crystals in the other two Harborages and you were able to access them too, that would potentially allow you to "hop around" as you could use them to enter and leave the story.To me, we enter the story as we touch the crystal - our physical bodies stay in the cave. In my headcanon, though, we can't "hop alliances". Our characters stay there until they finish the story, on which occasion they go back to their physical bodies inside the Harborage and go back to their alliance.
That's a good one. If there were crystals in the other two Harborages and you were able to access them too, that would potentially allow you to "hop around" as you could use them to enter and leave the story.To me, we enter the story as we touch the crystal - our physical bodies stay in the cave. In my headcanon, though, we can't "hop alliances". Our characters stay there until they finish the story, on which occasion they go back to their physical bodies inside the Harborage and go back to their alliance.
phaneub17_ESO wrote: »Originally you had to beat Molag Bal to access the silver and gold zones on your own, Cadwell cast a spell on you to disguise your true form so that the inhabitants of the other factions saw you as their own; you're not going there as an enemy suddenly becoming their friend. You're not actually going there in the present timeline either, he sends back in time, sort of, to see what it would be like if you ended in their lands following the same progression you did in your own. It's all an illusion basically, Cadwell is just that powerful... whoever he is.
TBH the lore/story breaks are the same as when they decided all of a sudden to change the wake up location from the islands to the cities.
Sadly ZOS don't care about story continuity, they're catering to the gamers not roleplayers. Maybe we'll see some changes made for this later (as they did several to clean up the starting island mess) but it's not going to be a priority.