How? If you join as AD and EP is winning, even if you switched you character to EP using a token you still couldn't play until the campaign reset.josh.lackey_ESO wrote: »It means faction lock is now a "pay to win" feature.
IronWooshu wrote: »How? If you join as AD and EP is winning, even if you switched you character to EP using a token you still couldn't play until the campaign reset.josh.lackey_ESO wrote: »It means faction lock is now a "pay to win" feature.
If you are talking non faction lock well it never mattered to begin with.
The idea is great but it should have been implemented differently. In Wow for example, during the first several years after release, they monitored closely which server had more population for each alliance and introduced faction change tokens for the faction that needs it the most. In other words, the tokens would allow you to reroll to the faction which need help on said server but not the other way around.
Now, with what we have seen in the past in TESO with buffed campaigns centered on one faction at 3bars or max pop farming emperor or pvdooring keeps against the two other factions at low pop, it shows how a large majority of people in this game enjoy playing for the dominant faction no matter the consequences. Most people don't seek a real challenge and they hate to log in to see the map entirely controlled by other factions while they are being pushed to their home keeps.
They don't see that as an opportunity to develop even more fights without pushing as deep in enemy territory. This being said, I believe that the best way to have implemented those faction change tokens would have been to monitor every campaign cycle, which one need it the most and allow a one way transfer to the faction that needs it the most.
I think they are farcical if they have a cost. ZOS will be even further down the road of profiting from problems they created. That's not bashing ZOS, mods, it's the objective truth.
The proper way to have implemented this would be to remove hard coded Alliances from Cyrodiil entirely. Allow characters to play for any faction and lock them to that Alliance for the duration of the campaign cycle. No cost to players; except perhaps AP. Problem solved.
When ZOS removed Alliance restrictions in Cyrodiil, it was the start of a new epoch in Cyrodiil when cross-faction cultures flourished with a lot of enthusiasm. For the record, it didn't suit my tastes. All of my level 50 characters are AD. But still, I recognize these players were given the freedom to create a new culture so I don't think it was fair to remove it later because it was so disruptive to those affected. The introduction of locked alliances on the main campaign seems to have decimated the enthusiasm that existed by erecting too many barriers for friends to play with each other as they had previously.
From what I can see, a huge part of Cyrodiil's community was lost directly because of the reintroduction of faction locks. I think the fair thing to do is to make Alliance Change Tokens free or extremely inexpensive -- like 50 Crowns. Really, players deserve a more nuanced system that eliminates the Crown Store from the equation.