So essentially the OP wants more content.
Well, fine. I want more content too. Does not mean I am going to get such, outside of a once in six-to-twelve months DLC. Unless the OP wishes to make ZOS a gift of enough money to finance an extra 50 developers, testers, voice actors, etc. to make and integrate said content, which I personally do not and cannot, for one.
My understanding, and I agree with this game design philosophy, is that ZOS did not want any exclusive content but rather to make all content (eventually) available to all players (at the same level of subscription or non-subscription).
Maybe don't make three characters for each alliance? If done right you would not be missing out on rewards if you stuck with one character storyline.What I mean by that is, how many players would play three characters through nine "factions" worth of quests?
I find stuff like this a perfectly acceptable request. Just little things added here and there giving you choices based on your alliance. Not rewriting the whole zone.What I -would- have loved were more "special" choice options. Like... special choices that only appear if you are playing that quest in cadwells with a member of the right alliance. Kinda like that one quest in Alik'r, where you catcvh a pact spy... there really is no logical reason for any DC character to let her take the blueprint and scurry off, but all my pact characters playing that storyline did so... more like that would have been fine. Meet some of your original faction during cadwells? Go easy on them (unless they are cu... uhm... not worth it), whereas all others get the logical choices...
Maybe don't make three characters for each alliance? If done right you would not be missing out on rewards if you stuck with one character storyline.What I mean by that is, how many players would play three characters through nine "factions" worth of quests?
Again, encourage and reward alliance loyalty.
To put it simply. How the Zenimax handled the Alliances in Elder Scrolls Online was poor.
They hyped up how important the Alliances were in the game. Much like how WoW did. Making the Alliance War as a/the central conflict in the game. Problem being, unless it's PvP, Alliance doesn't really matter in the game.
The decision to let players, after they complete their factions story, to visit the other alliances made the option to choose a side kind of meaningless.
Why would I make a character in the Daggerfall Covenant to learn about them, when I can still do that storyline with my Ebonheart Pact character?
Now the adventure pack that allows players to pick any race for any faction DOES have some lore that supports it.
For Example: Not all the Argonians were ok with the Ebonheart Pact because they didn't want to ally themselves with the Dark Elves, so they fled and found safe haven in Valenwood.
There is also the fact that the major guilds are not involved in the war and therefore have members of all races.
I understand that people want to play with their friends no matter their alliance and I understand that people do not want areas closed off to them. I am not arguing against that.
I perfectly understand on a game mechanics level where that perspective is coming from.
I am speaking from an Role Playing point of view; ZOS does not make faction loyalty matter in the world and story.
The reason I have a problem with this is because the players themselves don't really care about alliances. From personal experience; It is more fun when people care more about what's going on in the world. ZOS should encourage player investment in factions. ESO should have players with firm political identities who feel strongly about their alliance.
Perhaps instead of Ebonheart players going through the exact same storylines as players from AD & DC did in their zones (and vice versa), they could have their own alliance storylines.
When I am in Glenumbra I want Ebonheart specific storylines.
If I am from AD and am in Shadowfen then I want storylines unique to my alliance. (like maybe hunting down the renegades who went about killing Argonian children in the name of the Domion)
If you have friends in another faction that want to join in then share the quest, but otherwise it should feel like a continuation of your story and not restarting in another alliance.
However, I do not see this happening now but it is something I would like ZOS to take into consideration for the future. Maybe have an Expansion that updates the base game zone quest content to be more relevant with what is going on currently and add more alliance related stuff to do, therefore making alliance choice more pertinent.
What Are Your Thoughts? Comment Below!
Open world pvp is what made WoW amazing. Rushing into stormwing 40 strong and killing anything in the auction house before guards take us down...ah the memories.
It made the whole conflict believable. You see someone from the other side, you fight to defend your land. World pvp in eso would be amazing, but then ESO doesn't have enough players (zos greed).
Open world pvp is what made WoW amazing. Rushing into stormwing 40 strong and killing anything in the auction house before guards take us down...ah the memories.
It made the whole conflict believable. You see someone from the other side, you fight to defend your land. World pvp in eso would be amazing, but then ESO doesn't have enough players (zos greed).
Kiralyn2000 wrote: »Maybe don't make three characters for each alliance? If done right you would not be missing out on rewards if you stuck with one character storyline.What I mean by that is, how many players would play three characters through nine "factions" worth of quests?
Again, encourage and reward alliance loyalty.
No, I'm talking about just three characters, one for each alliance.
Make an AD character, have to play through three factions of storylines (AD, AD-adventuring-in-EB, AD-in-DC).
Make an EB character, play through three factions of storylines (EB, EB-in-DC, EB-in-AD)
Make a DC character..... etc.
Unless I misunderstood what you meant when you said a Faction A character should have their own "Faction A" quests when they adventure in Faction B & C areas....
And who cares about "alliance loyalty"? Every MMO I play, I make a character in each faction/race/etc, so that I can see all the storylines. What 'loyalty', it's just experiencing narrative, why would I limit my gameplay experiences like that?
(Is this a pvp thing? Cause I don't care about that. And even if I did care, Cadwell's explanation of "here, experience this dream of what would have happened if you washed ashore in a different place" seems like a perfectly fine narrative hook, so the Silver/Gold thing isn't a problem. /shrug)
Not messed up at all.
Zos chose to have the story line continue to the other factions so a player only interested in rolling one character can still see everything. Not messed up since not everyone is into alts.
As for the Role Playing point of view you can pretend it's whatever you think it should be.
As for the story lines in AD being specific to the characters home alliance,
1, OP seems to have not completed the main story line which explains everything and
2. That's 9 faction story lines instead of 3 and it's pointless since it ain't gonna change now.
Just from a gameplay mechanic standpoint, I like that the factions don't mean too much. After playing WoW for years and having faction conflict being forced down your throat, even long after the point of it making any logical sence, ESO is a breath of fresh air.
As far as lore/roleplay goes, every faction side has a quest that has you, the player, try and bring your pact races together because your alliance is already on shaky ground and can fall apart in a moment. So, right from the jump, your alliance isn't really that strong. And this time frame is just a snapshot in Tamriel's history. The alliances sort of disolve after these events and the Aldmeri Dominion is really the only alliance that mores forward at least into the 4th era.