josefcifkaeb17_ESO wrote: »Hello there,
a quick question, anyone knows how One Tamriel or to be more specific dropping alliance restrictions in pve is going to be explained?
I think it would be nice if before one could venture into other alliance zones one would have to get a permission from the mages or fighters guild, as they act in all alliances and are impartial to the alliance war. It might be done via a short quest where one would have to acquire ambassador status or something similar (possibly obtain a title).
So, does anyone know? If not would you like to see this kind of immersion quest added to the game?
Thanks & have a nice day...
josefcifkaeb17_ESO wrote: »Hello there,
a quick question, anyone knows how One Tamriel or to be more specific dropping alliance restrictions in pve is going to be explained?
I think it would be nice if before one could venture into other alliance zones one would have to get a permission from the mages or fighters guild, as they act in all alliances and are impartial to the alliance war. It might be done via a short quest where one would have to acquire ambassador status or something similar (possibly obtain a title).
So, does anyone know? If not would you like to see this kind of immersion quest added to the game?
Thanks & have a nice day...
Well to be honest i think best answer is how do we come and go to other country today?
Even if some government dont like each other the normal people can come and go and i think same well apply to One Tamriel even if factions dont like each the cant stop there people come and go heck the are mostlike even trader with each just like we do today.
Just think as world today in real life work but you apply that think to One Tamriel then i think we mess up the Immersion and also if you have done Cadwell quest line i guess it will work same way and that did not mess up Immersion
josefcifkaeb17_ESO wrote: »To everyone that says the alliance war is limited to Cyrodiil... I don't think so, I finished the quests for every alliance and every alliance often deals with the attacks from opposing factions.
Also, you're not assigned an allegiance simply by being washed on the shore of a certain alliance. Don't forget that you're bound to an alliance by your race choice. The fact that we have the option to create any race in any alliance is a nice perk, but it's in no way supported by the lore. (it's possible for another race to fight for another alliance due to personal reasons, but that would be a rare case, we're talking about masses of players)
This means if you're a nord that decides to go into Aldmeri teritory, you better have a good reason and a proof of your actions or you have a high chance of being caught and accused of being a spy. Followed by torture and death ^^
josefcifkaeb17_ESO wrote: »To everyone that says the alliance war is limited to Cyrodiil... I don't think so, I finished the quests for every alliance and every alliance often deals with the attacks from opposing factions.
Also, you're not assigned an allegiance simply by being washed on the shore of a certain alliance. Don't forget that you're bound to an alliance by your race choice. The fact that we have the option to create any race in any alliance is a nice perk, but it's in no way supported by the lore. (it's possible for another race to fight for another alliance due to personal reasons, but that would be a rare case, we're talking about masses of players)
This means if you're a nord that decides to go into Aldmeri teritory, you better have a good reason and a proof of your actions or you have a high chance of being caught and accused of being a spy. Followed by torture and death ^^
josefcifkaeb17_ESO wrote: »To everyone that says the alliance war is limited to Cyrodiil... I don't think so, I finished the quests for every alliance and every alliance often deals with the attacks from opposing factions.
Also, you're not assigned an allegiance simply by being washed on the shore of a certain alliance. Don't forget that you're bound to an alliance by your race choice. The fact that we have the option to create any race in any alliance is a nice perk, but it's in no way supported by the lore. (it's possible for another race to fight for another alliance due to personal reasons, but that would be a rare case, we're talking about masses of players)
This means if you're a nord that decides to go into Aldmeri teritory, you better have a good reason and a proof of your actions or you have a high chance of being caught and accused of being a spy. Followed by torture and death ^^
Nah, Tamriel is multi-racial and multi-cultural - there is nearly no xenophobia for the normal people, who aren't soldiers.
josefcifkaeb17_ESO wrote: »josefcifkaeb17_ESO wrote: »To everyone that says the alliance war is limited to Cyrodiil... I don't think so, I finished the quests for every alliance and every alliance often deals with the attacks from opposing factions.
Also, you're not assigned an allegiance simply by being washed on the shore of a certain alliance. Don't forget that you're bound to an alliance by your race choice. The fact that we have the option to create any race in any alliance is a nice perk, but it's in no way supported by the lore. (it's possible for another race to fight for another alliance due to personal reasons, but that would be a rare case, we're talking about masses of players)
This means if you're a nord that decides to go into Aldmeri teritory, you better have a good reason and a proof of your actions or you have a high chance of being caught and accused of being a spy. Followed by torture and death ^^
Nah, Tamriel is multi-racial and multi-cultural - there is nearly no xenophobia for the normal people, who aren't soldiers.
Aha, have you ever played any TES games? There's always a deep seated mistrust and hate towards other races. Even if they are currently at peace. The nords hate the elves, elves deem every other race less worthy, argonians hate the dark elves... there are so many examples yet you come with this...
josefcifkaeb17_ESO wrote: »@UltimaJoe777 Apart from a few npc's which usually had a good reason to be in other alliance maps like hunting vampires/daedra, being a part of the mages/fighters guild or being a trader there aren't many... almost none. People from warring factions don't just go live happily ever after with each other, that's common sense. You're also lacking any proof.
Nah, Tamriel is multi-racial and multi-cultural - there is nearly no xenophobia for the normal people, who aren't soldiers.
UltimaJoe777 wrote: »josefcifkaeb17_ESO wrote: »@UltimaJoe777 Apart from a few npc's which usually had a good reason to be in other alliance maps like hunting vampires/daedra, being a part of the mages/fighters guild or being a trader there aren't many... almost none. People from warring factions don't just go live happily ever after with each other, that's common sense. You're also lacking any proof.
The proof is in the pudding. Take a good long look at all the NPCs you come across in towns or in the wild. You will see a few faces that do not belong to that faction, and I'm not talking about the guilds. Guild Traders are an example for instance.
If that still doesn't convince you then consider the DLC zones. The half-naked Nord in Hew's Bane for instance.
josefcifkaeb17_ESO wrote: »To everyone that says the alliance war is limited to Cyrodiil... I don't think so, I finished the quests for every alliance and every alliance often deals with the attacks from opposing factions.
UltimaJoe777 wrote: »josefcifkaeb17_ESO wrote: »@UltimaJoe777 Apart from a few npc's which usually had a good reason to be in other alliance maps like hunting vampires/daedra, being a part of the mages/fighters guild or being a trader there aren't many... almost none. People from warring factions don't just go live happily ever after with each other, that's common sense. You're also lacking any proof.
The proof is in the pudding. Take a good long look at all the NPCs you come across in towns or in the wild. You will see a few faces that do not belong to that faction, and I'm not talking about the guilds. Guild Traders are an example for instance.
If that still doesn't convince you then consider the DLC zones. The half-naked Nord in Hew's Bane for instance.
but this is as well the case in a multi-cultural setting - look at London, England for example - about 1 million immigrants among 8.7 million people living in London - so you will most likely just see one immigrant per 9 people, this does not make this a non-multi-cultural setting - nor does it make it a non-british one - because people tend to adapt to where they live and after a while they might apply for citizenship. They might not even be foreigners anymore.
UltimaJoe777 wrote: »josefcifkaeb17_ESO wrote: »@UltimaJoe777 Apart from a few npc's which usually had a good reason to be in other alliance maps like hunting vampires/daedra, being a part of the mages/fighters guild or being a trader there aren't many... almost none. People from warring factions don't just go live happily ever after with each other, that's common sense. You're also lacking any proof.
The proof is in the pudding. Take a good long look at all the NPCs you come across in towns or in the wild. You will see a few faces that do not belong to that faction, and I'm not talking about the guilds. Guild Traders are an example for instance.
If that still doesn't convince you then consider the DLC zones. The half-naked Nord in Hew's Bane for instance.
josefcifkaeb17_ESO wrote: »UltimaJoe777 wrote: »josefcifkaeb17_ESO wrote: »@UltimaJoe777 Apart from a few npc's which usually had a good reason to be in other alliance maps like hunting vampires/daedra, being a part of the mages/fighters guild or being a trader there aren't many... almost none. People from warring factions don't just go live happily ever after with each other, that's common sense. You're also lacking any proof.
The proof is in the pudding. Take a good long look at all the NPCs you come across in towns or in the wild. You will see a few faces that do not belong to that faction, and I'm not talking about the guilds. Guild Traders are an example for instance.
If that still doesn't convince you then consider the DLC zones. The half-naked Nord in Hew's Bane for instance.
I mentioned traders are an exception, there's a bunch of reasons traders are allowed into other countries (especially if they have a union) if a deal is made and it's profitable for the "welcoming" country. But even then would the trader feel unwelcome.
Hew's bane is a hub of thieves, it's a place where lowlifes gather, there's bound to be a mix of all races. Such cities are corrupt and distant from all forms of government otherwise they couldn't exist. Other DLC zones are either not a part of any alliance or the same rules apply to them as for any other old content map.
josefcifkaeb17_ESO wrote: »UltimaJoe777 wrote: »josefcifkaeb17_ESO wrote: »@UltimaJoe777 Apart from a few npc's which usually had a good reason to be in other alliance maps like hunting vampires/daedra, being a part of the mages/fighters guild or being a trader there aren't many... almost none. People from warring factions don't just go live happily ever after with each other, that's common sense. You're also lacking any proof.
The proof is in the pudding. Take a good long look at all the NPCs you come across in towns or in the wild. You will see a few faces that do not belong to that faction, and I'm not talking about the guilds. Guild Traders are an example for instance.
If that still doesn't convince you then consider the DLC zones. The half-naked Nord in Hew's Bane for instance.
I mentioned traders are an exception, there's a bunch of reasons traders are allowed into other countries (especially if they have a union) if a deal is made and it's profitable for the "welcoming" country. But even then would the trader feel unwelcome.
Hew's bane is a hub of thieves, it's a place where lowlifes gather, there's bound to be a mix of all races. Such cities are corrupt and distant from all forms of government otherwise they couldn't exist. Other DLC zones are either not a part of any alliance or the same rules apply to them as for any other old content map.
starkerealm wrote: »UltimaJoe777 wrote: »josefcifkaeb17_ESO wrote: »@UltimaJoe777 Apart from a few npc's which usually had a good reason to be in other alliance maps like hunting vampires/daedra, being a part of the mages/fighters guild or being a trader there aren't many... almost none. People from warring factions don't just go live happily ever after with each other, that's common sense. You're also lacking any proof.
The proof is in the pudding. Take a good long look at all the NPCs you come across in towns or in the wild. You will see a few faces that do not belong to that faction, and I'm not talking about the guilds. Guild Traders are an example for instance.
If that still doesn't convince you then consider the DLC zones. The half-naked Nord in Hew's Bane for instance.
but this is as well the case in a multi-cultural setting - look at London, England for example - about 1 million immigrants among 8.7 million people living in London - so you will most likely just see one immigrant per 9 people, this does not make this a non-multi-cultural setting - nor does it make it a non-british one - because people tend to adapt to where they live and after a while they might apply for citizenship. They might not even be foreigners anymore.
Yeah, but there is still prejudice and xenophobia. Which is, ironically, something The Elder Scrolls as a setting, and ESO in particular, depict and discuss pretty well.
UltimaJoe777 wrote: »josefcifkaeb17_ESO wrote: »UltimaJoe777 wrote: »josefcifkaeb17_ESO wrote: »@UltimaJoe777 Apart from a few npc's which usually had a good reason to be in other alliance maps like hunting vampires/daedra, being a part of the mages/fighters guild or being a trader there aren't many... almost none. People from warring factions don't just go live happily ever after with each other, that's common sense. You're also lacking any proof.
The proof is in the pudding. Take a good long look at all the NPCs you come across in towns or in the wild. You will see a few faces that do not belong to that faction, and I'm not talking about the guilds. Guild Traders are an example for instance.
If that still doesn't convince you then consider the DLC zones. The half-naked Nord in Hew's Bane for instance.
I mentioned traders are an exception, there's a bunch of reasons traders are allowed into other countries (especially if they have a union) if a deal is made and it's profitable for the "welcoming" country. But even then would the trader feel unwelcome.
Hew's bane is a hub of thieves, it's a place where lowlifes gather, there's bound to be a mix of all races. Such cities are corrupt and distant from all forms of government otherwise they couldn't exist. Other DLC zones are either not a part of any alliance or the same rules apply to them as for any other old content map.
Orsinium refuses to be part of DC and Gold Coast is an outlying area of Cyrodiil secluded from the main battlefront. Hew's Bane, however, mentions no neutrality toward the Alliance War, and thieves or no thieves the Redguards still let other races beyond Orsimer and Breton into Abah's Landing. If they wanted to treat them as members of their enemy factions they would not tolerate their presence at all, whether they bust them as thieves or not. Hell Velsa is actually living it up in Abah's Landing despite being a Dark Elf!
.starkerealm wrote: »UltimaJoe777 wrote: »josefcifkaeb17_ESO wrote: »@UltimaJoe777 Apart from a few npc's which usually had a good reason to be in other alliance maps like hunting vampires/daedra, being a part of the mages/fighters guild or being a trader there aren't many... almost none. People from warring factions don't just go live happily ever after with each other, that's common sense. You're also lacking any proof.
The proof is in the pudding. Take a good long look at all the NPCs you come across in towns or in the wild. You will see a few faces that do not belong to that faction, and I'm not talking about the guilds. Guild Traders are an example for instance.
If that still doesn't convince you then consider the DLC zones. The half-naked Nord in Hew's Bane for instance.
but this is as well the case in a multi-cultural setting - look at London, England for example - about 1 million immigrants among 8.7 million people living in London - so you will most likely just see one immigrant per 9 people, this does not make this a non-multi-cultural setting - nor does it make it a non-british one - because people tend to adapt to where they live and after a while they might apply for citizenship. They might not even be foreigners anymore.
Yeah, but there is still prejudice and xenophobia. Which is, ironically, something The Elder Scrolls as a setting, and ESO in particular, depict and discuss pretty well.
But that is a minority which is xenophobic - the population at large in London is cosmopolitan. And prejudice is normal in London, where you basically judge someone after the borough where he lives at.
starkerealm wrote: »josefcifkaeb17_ESO wrote: »UltimaJoe777 wrote: »josefcifkaeb17_ESO wrote: »@UltimaJoe777 Apart from a few npc's which usually had a good reason to be in other alliance maps like hunting vampires/daedra, being a part of the mages/fighters guild or being a trader there aren't many... almost none. People from warring factions don't just go live happily ever after with each other, that's common sense. You're also lacking any proof.
The proof is in the pudding. Take a good long look at all the NPCs you come across in towns or in the wild. You will see a few faces that do not belong to that faction, and I'm not talking about the guilds. Guild Traders are an example for instance.
If that still doesn't convince you then consider the DLC zones. The half-naked Nord in Hew's Bane for instance.
I mentioned traders are an exception, there's a bunch of reasons traders are allowed into other countries (especially if they have a union) if a deal is made and it's profitable for the "welcoming" country. But even then would the trader feel unwelcome.
Hew's bane is a hub of thieves, it's a place where lowlifes gather, there's bound to be a mix of all races. Such cities are corrupt and distant from all forms of government otherwise they couldn't exist. Other DLC zones are either not a part of any alliance or the same rules apply to them as for any other old content map.
Honestly, in a time of war there were legitimate reasons not to allow traders into your nation, for fear that they might be enemy spies. Granted, it's a kind of realism we're not used to seeing with the franchise, but, there you go.
starkerealm wrote: »josefcifkaeb17_ESO wrote: »UltimaJoe777 wrote: »josefcifkaeb17_ESO wrote: »@UltimaJoe777 Apart from a few npc's which usually had a good reason to be in other alliance maps like hunting vampires/daedra, being a part of the mages/fighters guild or being a trader there aren't many... almost none. People from warring factions don't just go live happily ever after with each other, that's common sense. You're also lacking any proof.
The proof is in the pudding. Take a good long look at all the NPCs you come across in towns or in the wild. You will see a few faces that do not belong to that faction, and I'm not talking about the guilds. Guild Traders are an example for instance.
If that still doesn't convince you then consider the DLC zones. The half-naked Nord in Hew's Bane for instance.
I mentioned traders are an exception, there's a bunch of reasons traders are allowed into other countries (especially if they have a union) if a deal is made and it's profitable for the "welcoming" country. But even then would the trader feel unwelcome.
Hew's bane is a hub of thieves, it's a place where lowlifes gather, there's bound to be a mix of all races. Such cities are corrupt and distant from all forms of government otherwise they couldn't exist. Other DLC zones are either not a part of any alliance or the same rules apply to them as for any other old content map.
Honestly, in a time of war there were legitimate reasons not to allow traders into your nation, for fear that they might be enemy spies. Granted, it's a kind of realism we're not used to seeing with the franchise, but, there you go.
josefcifkaeb17_ESO wrote: »starkerealm wrote: »Honestly, in a time of war there were legitimate reasons not to allow traders into your nation, for fear that they might be enemy spies. Granted, it's a kind of realism we're not used to seeing with the franchise, but, there you go.
Where do you think less developed countries get their weapons when they have no weapon manufacturers? Do you think they appear out of thin air?
starkerealm wrote: »josefcifkaeb17_ESO wrote: »starkerealm wrote: »Honestly, in a time of war there were legitimate reasons not to allow traders into your nation, for fear that they might be enemy spies. Granted, it's a kind of realism we're not used to seeing with the franchise, but, there you go.
Where do you think less developed countries get their weapons when they have no weapon manufacturers? Do you think they appear out of thin air?
You understand the difference between an arms dealer and a wandering merchant, right?
Well, that would be short sighted, to not let spies into your country - think of Sun Tzu "the art of war" - if you detect a spy, make him a double-agent - this is the best way to make use of that - and to get to double-agents, you need to let spies in in the first place.
josefcifkaeb17_ESO wrote: »starkerealm wrote: »josefcifkaeb17_ESO wrote: »starkerealm wrote: »Honestly, in a time of war there were legitimate reasons not to allow traders into your nation, for fear that they might be enemy spies. Granted, it's a kind of realism we're not used to seeing with the franchise, but, there you go.
Where do you think less developed countries get their weapons when they have no weapon manufacturers? Do you think they appear out of thin air?
You understand the difference between an arms dealer and a wandering merchant, right?
Yes, and what's your point?
starkerealm wrote: »Well, that would be short sighted, to not let spies into your country - think of Sun Tzu "the art of war" - if you detect a spy, make him a double-agent - this is the best way to make use of that - and to get to double-agents, you need to let spies in in the first place.
Sun Tzu being very famous for how popular his works were among medieval European strategists. No... wait...
In fairness, if you've never actually sat down and read through The Art of War, it really is worth the time. Even if you're following the advice given there, it's still strongly encouraged for you to try to keep the number of potential spies in check, rather than just letting them roam across your countryside unmolested, like information magpies.
starkerealm wrote: »josefcifkaeb17_ESO wrote: »starkerealm wrote: »josefcifkaeb17_ESO wrote: »starkerealm wrote: »Honestly, in a time of war there were legitimate reasons not to allow traders into your nation, for fear that they might be enemy spies. Granted, it's a kind of realism we're not used to seeing with the franchise, but, there you go.
Where do you think less developed countries get their weapons when they have no weapon manufacturers? Do you think they appear out of thin air?
You understand the difference between an arms dealer and a wandering merchant, right?
Yes, and what's your point?
That there are legitimate reasons not to allow traders to cross your borders, unmolested, in a time of war.
.starkerealm wrote: »Well, that would be short sighted, to not let spies into your country - think of Sun Tzu "the art of war" - if you detect a spy, make him a double-agent - this is the best way to make use of that - and to get to double-agents, you need to let spies in in the first place.
Sun Tzu being very famous for how popular his works were among medieval European strategists. No... wait...
In fairness, if you've never actually sat down and read through The Art of War, it really is worth the time. Even if you're following the advice given there, it's still strongly encouraged for you to try to keep the number of potential spies in check, rather than just letting them roam across your countryside unmolested, like information magpies.
I have actually read it a couple of times and a lot is transferable to other areas of competition and can be used up to this day (in an abstract way of course) - some things are even quite good guide lines for management and dealing with concurrence.
josefcifkaeb17_ESO wrote: »josefcifkaeb17_ESO wrote: »Hello there,
a quick question, anyone knows how One Tamriel or to be more specific dropping alliance restrictions in pve is going to be explained?
I think it would be nice if before one could venture into other alliance zones one would have to get a permission from the mages or fighters guild, as they act in all alliances and are impartial to the alliance war. It might be done via a short quest where one would have to acquire ambassador status or something similar (possibly obtain a title).
So, does anyone know? If not would you like to see this kind of immersion quest added to the game?
Thanks & have a nice day...
Well to be honest i think best answer is how do we come and go to other country today?
Even if some government dont like each other the normal people can come and go and i think same well apply to One Tamriel even if factions dont like each the cant stop there people come and go heck the are mostlike even trader with each just like we do today.
Just think as world today in real life work but you apply that think to One Tamriel then i think we mess up the Immersion and also if you have done Cadwell quest line i guess it will work same way and that did not mess up Immersion
But you're talking about countries which formed an alliance like the European Union, that would represent the same alliance as is between the friendly races. Khajit Bosmer and Altmer can cross their borders without trouble.
The relationship between the warring alliances is more like north and south korea, try crossing the border there...
And even friendly countries have rules you have to follow... I mean just yesterday two Canadian girls got arrested for unknowingly crossing the border to America while playing pokemon go