Why do so many people (including ZOS) think this is a valid solution? Anything made up by a player is non-canonical. The only way the official, canonical story can be recorded (either by in-game historians for the purposes of future lore, or by real-world information sites for purposes of game documentation) is if that official story exists. The official, canonical story cannot be written right now, as it contradicts itself and makes no sense.Why does there have to be an explanation? Your in a fantasy world, make one up.
cause it's a video game, BTW the company who makes the game can dictate whatever lore they want. Some people take gaming waaaaay to serious.
The internal quest lore is actually very robust. This is the first time that there is actually a direct contradiction between lore and gameplay.americansteel wrote: »ESO has broken lore many times progressing through the quests.As I alluded to in the PTS thread, I don't see much of an issue with the lore of these things individually. It makes sense that "a citizen" is not bound by Alliance borders. The issue comes when you apply the new changes to the lore that already exists, which is what they have done. You then have conflicting logic between how those story quests are introduced, and how you have been playing the game.
And by itself that would all be fine. But the way it has been introduced means it conflicts with Messages Across Tamriel and Cadwell's. For it to make sense, either Messages/Cadwell's needs to be altered to allow for the fact you can travel to the other alliances before those are started, or something needs to be implemented stating that travelling between alliances is subject to Meridia's influence.no one in auridon would know that my nord templar was slaughtering elves in the 3 banners war unless i told them,
there are bretons and altmer in the EP zones
orcs and dunmer in AD
nords in DC
no one is bound by borders unless you have a uniform on.
one tamriel should should have been here since launch, choose a faction for the pvp aspect.
Yes, they can dictate whatever lore they want. And that is all we want them to do; add some lore that explains the discrepancy. Considering the number of people in this thread who are attempting to explain it, coming up with a reasonable explanation is not difficult. We are therefore trying to show to ZOS that a consistent world and storyline is important, and hopefully that will encourage them to put a bit of time aside to address this.cause it's a video game, BTW the company who makes the game can dictate whatever lore they want. Some people take gaming waaaaay to serious.Why do so many people (including ZOS) think this is a valid solution? Anything made up by a player is non-canonical. The only way the official, canonical story can be recorded (either by in-game historians for the purposes of future lore, or by real-world information sites for purposes of game documentation) is if that official story exists. The official, canonical story cannot be written right now, as it contradicts itself and makes no sense.Why does there have to be an explanation? Your in a fantasy world, make one up.
The internal quest lore is actually very robust. This is the first time that there is actually a direct contradiction between lore and gameplay.americansteel wrote: »ESO has broken lore many times progressing through the quests.As I alluded to in the PTS thread, I don't see much of an issue with the lore of these things individually. It makes sense that "a citizen" is not bound by Alliance borders. The issue comes when you apply the new changes to the lore that already exists, which is what they have done. You then have conflicting logic between how those story quests are introduced, and how you have been playing the game.And by itself that would all be fine. But the way it has been introduced means it conflicts with Messages Across Tamriel and Cadwell's. For it to make sense, either Messages/Cadwell's needs to be altered to allow for the fact you can travel to the other alliances before those are started, or something needs to be implemented stating that travelling between alliances is subject to Meridia's influence.no one in auridon would know that my nord templar was slaughtering elves in the 3 banners war unless i told them,
there are bretons and altmer in the EP zones
orcs and dunmer in AD
nords in DC
no one is bound by borders unless you have a uniform on.
one tamriel should should have been here since launch, choose a faction for the pvp aspect.Yes, they can dictate whatever lore they want. And that is all we want them to do; add some lore that explains the discrepancy. Considering the number of people in this thread who are attempting to explain it, coming up with a reasonable explanation is not difficult. We are therefore trying to show to ZOS that a consistent world and storyline is important, and hopefully that will encourage them to put a bit of time aside to address this.cause it's a video game, BTW the company who makes the game can dictate whatever lore they want. Some people take gaming waaaaay to serious.Why do so many people (including ZOS) think this is a valid solution? Anything made up by a player is non-canonical. The only way the official, canonical story can be recorded (either by in-game historians for the purposes of future lore, or by real-world information sites for purposes of game documentation) is if that official story exists. The official, canonical story cannot be written right now, as it contradicts itself and makes no sense.Why does there have to be an explanation? Your in a fantasy world, make one up.
The issue is really down to mundane vs magical. Prior to One Tamriel, Meridia allowed you to travel to the other zones magically, and hid your identity from the other alliances when doing so. Now, it is possible to travel there via mundane means, because you can take a boat there from the docks. The magical method still exists, but turns up much later down the line, after the mundane method has been introduced (by virtue of existence rather than explanation). To solve this issue, the mundane and magical methods need to be consolidated.
For example, as suggested above and elsewhere, the most logical explanation is that Meridia's influence is hiding your true identity from the other alliances, even when you travel there by boat, which would explain why they don't recognise you when you meet them during Messages Across Tamriel, and would fit in with the existing explanation for Cadwell's. Since Meridia's influence is specifically hiding your alliance affiliation, it does not hide you completely from side quest characters and other NPCs. This is why recurring side quest characters from those alliance zones will still recognise you in Coldharbour, Wrothgar and the Gold Coast, and why incidental NPCs will reference your exploits in other zones.
The problem with this explanation though is that it is just fan theory for how it works. We can't include this theory at UESP, for example, because I just made it up. Someone else may have made up a different, but equally plausible, reason, and it would be unfair to include one and not the other. But neither would actually be included, as we only include official information. In official information, these theories don't hold, as it remains still unexplained. Conversely, if there were some documentation in-game or in ZOS media stating this was how it works, that would be valid and verifiable.
There are a number of ways this theory (or any others) could be included in-game. The best way to explain it would be through NPC dialogue from a major contributing NPC, such as Cadwell or Meridia, when the Cadwell quests start; "Oh, and by the way, Meridia has already been hiding your identity from the other alliances, if you happen to have been to their lands before now. You may have been wondering why they didn't seem to recognise you on Stirk!" But that would require VO time, which ZOS are unlikely to go for. Something simpler would be to add a note, which would therefore be text-only, to an appropriate location.
tinythinker wrote: »For those who don't have access to or who haven't been on the PTS since Update 12: One Tamriel went up, basically, if you start a new character you can play through the starter area like normal but when you get to the first major city (Davon's Watch, Glenumbra, or Vukhel Guard) you can open up the map at the wayshrine and go to either of the other two to start adventuring in another Alliance. That's part of the "go anywhere right away" aspect of One Tamriel. You can get to other zones mounted on or foot. You might even be able to go to the other Alliances from the starter island wayshrine and skip the rest but I forgot to check.
There is no explanation, though, in the game, for why you have such unrestricted movement. I would need to quest all the way though the main story of the five companions (no spoilers given below) on the PTS and talk to the person who used to send you to other Alliances to figure out what has changed in terms of Silver and Gold, but, in any event, apparently it's no big deal to have citizens or even soldiers (if you join the Alliance War) from a different Alliance just wandering undisguised in enemy territory.
Some players won't care about that, some will find it odd, and some will be annoyed. But essentially you are irrelevant to the war, and it is irrelevant to you, unless you travel to Cyrodiil by pressing L (or whatever it is console players press). I mean, NPCs will still talk about the war, and you will still be the champion of each Alliance you quest through, and while questing you will still foil the plans of other Alliances, but, apparently, everyone else will have a constantly shifting case of collective amnesia, unless there is something that comes up plot-wise much further along that retroactively explains how you can just go anywhere in a time of civil war.
In any case, it does raise a question in my mind, namely, "Why are we stuck with the Alliance we chose in character creation?"
Let me state I am not suggesting players should be able to purchase an Alliance War Allegiance Change Token in the Crown Store. But, we had the lead combat designer mention that many class changes over the last several months were due to people picking a class because it looked or sounded cool but then realizing it was really bad at or hard to play for a particular role (i.e. tank, healer, damage dealer). Fair enough. Maybe you even thought you wanted to be a tank but didn't like it and wish you could heal the party on your Dragonknight. So now you can. In the same way, after you get a chance to play as a particular race you may regret your choice at character selection. There is now a remedy for that in the Crown Store.
A choice could also be offered with regard to your (primary) Alliance. Let a player try out, if they wish, some or all of the story in each Alliance. But they are not yet assigned to one permanently in terms of the Alliance War when they first enter Tamriel. Upon reaching level 10, the player gains the option of visiting a recruiter and signing up to fight, enabling the L button (or whatever you use) to work. There is already a Covenant recruiter NPC outside the east gate of Daggerfall, for example, but he just says he needs more soldiers. The player could have a dialogue option added to that conversation to indicate a desire to enlist, including a red "this decision is permanent" kind of text prompt to make sure you don't make the commitment by accident. A similar recruiter could be placed outside of Davon's Watch and Vulkhel Guard for those wishing to represent one of those Alliances. All three recruiters would be present from the start, but the enlistment dialogue option would simply be unavailable prior to level 10.
In this way, you can if you wish get a feel for each Alliance story-wise prior to picking the one you wish to represent. Once chosen, the decision becomes irreversible. If you just want to play through your starting Alliance and enlist with it as soon as you hit level 10, you can. You don't have to explore the others (or even enlist at all). But this would give players the option to do so.
do i need to remind folks YOU HAVE 8 DAMN CHARACTER SLOTS AND CAN BUY ANOTHER 4 FOR A WOPPING TOTAL OF 12. this equals to 1 ea class in each damn alliance if you wanted. dont like your class? dont like your alliance? make a *** new character you whining sons of ***.
Ooh I like thistinythinker wrote: »When you first arrive in a different Alliance than the one you start the game with, add a glowing ball of light that appears only to you and that is heavily synthesized or continually altered in tone, pitch, etc. to make it seem other-worldly and unrecognizable. Something like this:
Mysterious Voice: You have strayed into lands that may see you as an enemy. My master sees great potential in you, and will cloak you from detection. In the eyes of those you meet here your true identity will be unknown. Your reputation here will be born anew according to your actions.
Player: Wait, I don't understand. Who is your master?
Mysterious Voice: All will be revealed...if you show the qualities my master anticipates. Fare thee well, mortal.
When you enter the other "enemy" Alliance, the original line from the Mysterious Voice changes a bit to this:
Mysterious Voice: Ahhh, mortal, once again you have strayed into lands that may see you as an enemy. My master still cloaks you from detection. As before, your reputation in this place will be born anew according to your actions.
So, you know, there you go. When you finally figure out who is pulling what strings (and why) later on this will make sense, but until then it adds another layer of intrigue. Now ZOS just needs to have a coder put in an NPC with the form of a glowy sphere at location x,y,z triggered by a new player entering zones a,b,c, then add in the text dialogue and set it to auto-play upon arrival, and grab a voice actor for a few minutes of work. Nothing too complicated or overly expensive/time-consuming.
@opaj Yeah that's true. I think we fandomed that explanation to be that Meridia only hides your identity from the major players of the Alliance, since the side quest characters won't really care about your affiliation. (This doesn't quite explain Raz in the Gold Coast, but it's close enough, since Raz doesn't mention the Alliance during his GC encounter.)@Enodoc -- even now, the "Meridia hiding your identity" shtick doesn't quite hold up, since the DLCs include encounters with NPCs that you could only have met in Cadwell's Silver and Gold. If they only recognized you one-on-one, you could say that Meridia is shielding you even now, but then there are instances where you're working with NPCs from different alliances at the same time. I think it stretches suspension of disbelief a little bit at that point.
(That said, I really love those interactions, so it is my hope that ZOS finds some other reason why the player is able to explore so freely.)
Honestly, some people even in beta and right after PC launch played through different factions and were like, "I can't believe I chose X over Y" and rerolled. Whether or not open enlistment is implemented, people might still reroll anyway because they prefer certain leaders, NPCs, or plots over others. Faction loyalty though needs to be based on differences they offer in Cyrodii.mommadani907 wrote: »My main thought on all of this is what it does to faction loyalty, especially in new players. What is going to drive people to choose a faction? Is choosing a faction going to be a meaningful experience at all? How is randomly questing going to flow properly? It seems like it is going to be really bumpy and disconnected.
That's what I am advocating. See the loremaster's explanation of why each side is fighting in the video posted just above for what that could sound like...Or....each alliance contains recruitment area's, detailing the alliance war, reasons why they want you to join their side (slightly more lore friendly?).
Lava_Croft wrote: »One Tamriel is another nail in the coffin of what ESO once was, a faction-based game with a heavy focus on AvAvA PvP. What we get in return is a game that's steadily moving into the direction of the Skyrim Online that ZOS wants it to be.
For me when I play silver and gold, I pretend that my char was made to the faction that I am doing quest in. On my EP char, when I was doing DC, I will pretend that my char was made in DC. Now I am in AD, and now my char is a AD one.
I wonder how One Tamriel will change the balance of players in PVP zones? Certain races are more popular than others, they more players will make those races now. Does that mean that other factions will get smaller in number of players in them?
Update from the floors of PAX (direct from the stream, and second-hand via @Jeancey, who can correct me if I get any of this wrong):
Cadwell's explanation of "Meridia is hiding your true identity" is still the official explanation, as they haven't changed the story and this is still the explanation given by the story. Apparently @ZOS_RichLambert has seen the concerns that this explanation is not communicated to players who travel there via boat/wayshrine before Cadwell explains it to you, and is "considering it". I'm not sure if he was referencing this thread or something like it, but I also mentioned to Jeancey the idea of a Mysterious Light and apparently Rich called it an "interesting solution".
So there you have it. Cadwell's explanation is still canon, and they are considering an early explanation for those who travel to those areas before the story takes you there.
You help them because Meridia has made it so they see you as one of their own, so of course they will have you fighting their enemies. And if that doesn't float for you, remember that every member of your own faction that you're killing is following the orders of a rogue leader; Emeric would court-martial General Serien if he knew what he was doing in Stonefalls.CapuchinSeven wrote: »And it's still awful.Update from the floors of PAX (direct from the stream, and second-hand via @Jeancey, who can correct me if I get any of this wrong):
Cadwell's explanation of "Meridia is hiding your true identity" is still the official explanation, as they haven't changed the story and this is still the explanation given by the story. Apparently @ZOS_RichLambert has seen the concerns that this explanation is not communicated to players who travel there via boat/wayshrine before Cadwell explains it to you, and is "considering it". I'm not sure if he was referencing this thread or something like it, but I also mentioned to Jeancey the idea of a Mysterious Light and apparently Rich called it an "interesting solution".
So there you have it. Cadwell's explanation is still canon, and they are considering an early explanation for those who travel to those areas before the story takes you there.
To be clear why, I'm DC, I'm Breton. I'm running around doing my thing and then I'm sent to AD and Pact where I "help" them. And by help them the game means, slaughter a huge number of my own faction and people.
It's disjointing, feels badly thought out and implemented.
You help them because Meridia has made it so they see you as one of their own, so of course they will have you fighting their enemies. And if that doesn't float for you, remember that every member of your own faction that you're killing is following the orders of a rogue leader; Emeric would court-martial General Serien if he knew what he was doing in Stonefalls.CapuchinSeven wrote: »And it's still awful.Update from the floors of PAX (direct from the stream, and second-hand via @Jeancey, who can correct me if I get any of this wrong):
Cadwell's explanation of "Meridia is hiding your true identity" is still the official explanation, as they haven't changed the story and this is still the explanation given by the story. Apparently @ZOS_RichLambert has seen the concerns that this explanation is not communicated to players who travel there via boat/wayshrine before Cadwell explains it to you, and is "considering it". I'm not sure if he was referencing this thread or something like it, but I also mentioned to Jeancey the idea of a Mysterious Light and apparently Rich called it an "interesting solution".
So there you have it. Cadwell's explanation is still canon, and they are considering an early explanation for those who travel to those areas before the story takes you there.
To be clear why, I'm DC, I'm Breton. I'm running around doing my thing and then I'm sent to AD and Pact where I "help" them. And by help them the game means, slaughter a huge number of my own faction and people.
It's disjointing, feels badly thought out and implemented.
Complicating things in the name of immershunz.
The only significant difference between the factions in PvP is the people you play with or against. If you make a really good friend out in the world after OT goes live but can't PvP with them because they're from another faction, yea that would be disheartening. I have lots of friends on other factions, so I understand. I'm sure ZOS will provide a way to change faction or at least pick your faction upon first entering PvP eventually. They're softening up a lot lately.
tinythinker wrote: »You help them because Meridia has made it so they see you as one of their own, so of course they will have you fighting their enemies. And if that doesn't float for you, remember that every member of your own faction that you're killing is following the orders of a rogue leader; Emeric would court-martial General Serien if he knew what he was doing in Stonefalls.CapuchinSeven wrote: »And it's still awful.Update from the floors of PAX (direct from the stream, and second-hand via @Jeancey, who can correct me if I get any of this wrong):
Cadwell's explanation of "Meridia is hiding your true identity" is still the official explanation, as they haven't changed the story and this is still the explanation given by the story. Apparently @ZOS_RichLambert has seen the concerns that this explanation is not communicated to players who travel there via boat/wayshrine before Cadwell explains it to you, and is "considering it". I'm not sure if he was referencing this thread or something like it, but I also mentioned to Jeancey the idea of a Mysterious Light and apparently Rich called it an "interesting solution".
So there you have it. Cadwell's explanation is still canon, and they are considering an early explanation for those who travel to those areas before the story takes you there.
To be clear why, I'm DC, I'm Breton. I'm running around doing my thing and then I'm sent to AD and Pact where I "help" them. And by help them the game means, slaughter a huge number of my own faction and people.
It's disjointing, feels badly thought out and implemented.
LORE EXPLANATION
Yeah, that's the lore explanation, and yes, Emeric would have not sanctioned the use of necromancy but he wouldn't have been opposed to the invasion, and even Gabrielle Benele was involved as I'm sure you recall. It was her idea to drive the goblins out of Hightide Hollow, for example:
General Serien,
I know you're going to face real challenges in Stonefalls. The Dark Elves are a proud people, and they won't give up without a fight.
That's why I've sent along copies of this treatise I wrote on non-standard magical military techniques! Hope you find it useful!
— Gabrielle Benele
Covenant Mages are trained in numerous magical and meta-magical techniques ideally suited for the battlefield. But not every battlefield features opposing troops arrayed in lines, keep walls to knock down, or cavalry to deflect. Some battlefields require a little creativity.
Every Covenant cohort is accompanied by an elite mage or two. When the circumstances call for it, why not let them make use of a few non-standard techniques?
Here's one recipe sure to throw a defending force for a loop:
— Seek out any local beast races or unwelcome nonsentients in the area.
— Have your mage infiltrate the lair of these lower life forms.
— Overrun the lair through any means necessary and drive out the unwelcome beasts.
— Maintain control of these lairs throughout the invasion, ensuring that the beast races do not return.
If the past is any judge, the beast races will move from their lairs towards local villages and towns, creating their own localized invasion upon enemy encampments.
My next missive will discuss uses for local alchemy goods in creating unique—and explosive—concotions.