I have leveled 12 toons you can level to 50 in less than 6 hours ridiculous to request ZOS change this.
PurifedBladez wrote: »I'll be out the dominion asap.
Shader_Shibes wrote: »PurifedBladez wrote: »I'll be out the dominion asap.
I'll be right behind you.
MasterSpatula wrote: »Why not? Everything else in the game where your choices matter has been stripped out. Why not complete the job and let those who feel that good RPGs have to have consequences for your choices know that ZOS no longer considers them to be of any value?
MasterSpatula wrote: »Why not? Everything else in the game where your choices matter has been stripped out. Why not complete the job and let those who feel that good RPGs have to have consequences for your choices know that ZOS no longer considers them to be of any value?
Nothing is preventing you from imposing limitations on yourself.
No reason others should be required to engage in a behavior in order to appreciate making the personal choice to engage in that behavior yourself.
EDIT: I also happen to agree that faction transfer would be a welcome change. Since we can already play any race on any faction, and WITH any faction with One Tamriel, it really makes no sense for ZOS to deny themselves another reliable source of revenue.
MasterSpatula wrote: »Good idea. While we're at it, let's have neither our character nor Mobs die. Let's just all keep track of our own DPS, and when we think we've done/taken enough damage, declare ourselves the winners/losers of the fights.
Self-imposed limitations aren't consequences, and they sure as *** aren't storytelling. If you have to resort to your own limitations to define your character's choices, you're playing a bad RPG.
MasterSpatula wrote: »Good idea. While we're at it, let's have neither our character nor Mobs die. Let's just all keep track of our own DPS, and when we think we've done/taken enough damage, declare ourselves the winners/losers of the fights.
Self-imposed limitations aren't consequences, and they sure as *** aren't storytelling. If you have to resort to your own limitations to define your character's choices, you're playing a bad RPG.
Sorry, but I really don't see where you're coming from with this.
On one hand you are talking about fixed game mechanics like # of mob health, # of damage caused by an ability. These numbers are fixed, quantifiable.
On the other hand you're comparing that to some arbitrary philosophical limitation of Alliance affiliation irrespective of race, or preventing a character from betraying their alliance and/or switching to another. I don't see the comparison.
Further, if you want to talk RP, it is MORE realistic to ALLOW faction change than not. Real life isn't set in stone. You typically don't align yourself with a government and remain mindlessly loyal for life in spite of changing political climates or personal circumstance. People change sides all the time.
Everquest was one of the most successful MMORPGs of all time and they had faction betrayal built right into their core mechanics.
I think the ability to change factions should be built into a QUESTLINE you can do any time. The only issue I have with this that it would likely just be another Crown store item. I would prefer STORY involved, like Everquest.
If we had a world PVP/Justice system there could even be consequences...
In the end, I feel having the option to change sides ADDS to the RP potential/backstory of a character.
MasterSpatula wrote: »MasterSpatula wrote: »Good idea. While we're at it, let's have neither our character nor Mobs die. Let's just all keep track of our own DPS, and when we think we've done/taken enough damage, declare ourselves the winners/losers of the fights.
Self-imposed limitations aren't consequences, and they sure as *** aren't storytelling. If you have to resort to your own limitations to define your character's choices, you're playing a bad RPG.
Sorry, but I really don't see where you're coming from with this.
On one hand you are talking about fixed game mechanics like # of mob health, # of damage caused by an ability. These numbers are fixed, quantifiable.
On the other hand you're comparing that to some arbitrary philosophical limitation of Alliance affiliation irrespective of race, or preventing a character from betraying their alliance and/or switching to another. I don't see the comparison.
Further, if you want to talk RP, it is MORE realistic to ALLOW faction change than not. Real life isn't set in stone. You typically don't align yourself with a government and remain mindlessly loyal for life in spite of changing political climates or personal circumstance. People change sides all the time.
Everquest was one of the most successful MMORPGs of all time and they had faction betrayal built right into their core mechanics.
I think the ability to change factions should be built into a QUESTLINE you can do any time. The only issue I have with this that it would likely just be another Crown store item. I would prefer STORY involved, like Everquest.
If we had a world PVP/Justice system there could even be consequences...
In the end, I feel having the option to change sides ADDS to the RP potential/backstory of a character.
Well, sure, if you can make it work story-wise, then we're talking. But, still, there'd have to be consequences of betrayal, and consequences seem to be what ZOS and the playerbase want to get rid of. You leave Jorunn's service to fight for Ayrenn, do you honestly think Jorunn's the type to forgive that?
To make it work storywise, they'd have to rewrite the basic stories of the alliances to make it make any sort of sense. I can't see ZOS doing that. Nor do I see this playerbase being very tolerant of any of the consequences that would be necessary for it to work in story terms. The current ZOS playerbase seems to want to turn the game into an action-adventure arcade game with some RPG trappings.
I agree. Why has this not been implemented? I don't follow ESO that closely. Has ZoS made any reference to this?