Reasoning for not letting us explore all the provinces

Post » Sun Jun 03, 2012 8:47 pm

Let's get this straight people.

We're NOT going to be allowed to travel outside our faction zones.

Listen to the Podcast. He says it bluntly.
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Natasha Callaghan
 
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Post » Sun Jun 03, 2012 6:14 pm

There is a kind of blindness where hardcoe RP'ers can not see how the game mechanics of a totally freeform world can cause players to ruin the experience for others and where harcore 'gamers' will do their best to gain the most advantage in the game. There has to be a compromise in general servers for everyone to get a bit of everything. Specialty servers are really what is needed... where GMs will enforce the rules of the servers so that gamers don't harass RP'ers and RP'ers can do their thing. It is as simple as that, I think.

None of the other MMOs have needed to make rules like this.
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hannaH
 
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Post » Sun Jun 03, 2012 1:59 pm



None of the other MMOs have needed to make rules like this.

DAoC had a free for all PvP server, a couple RP servers, and a couple CO-OP servers. It works.
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Benjamin Holz
 
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Post » Sun Jun 03, 2012 6:15 am

It's hard to imagine the stupidity of having an 3-faction RvR style PvP-system where you have a bunch of enemy players trounsing through your realm and jumping up and down who you can't even attack, and if you can attack them, then it turns your whole realm into a giant gank-fest, and the PvP in Cyrodiil would be heavily ignored. We lose the amazing keep warfare and open-world battles there. Those are the only 2 options for this style of PvP. There's also FFA PvP, but again, no one in Cyrodiil, very little keep-warfare, and just a 24 hour arena-style gankfest, no fun. It's hard to explain this to someone who thinks that WoW was the first MMO and Single Player RPG's are the only ones out there.
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Jesus Lopez
 
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Post » Sun Jun 03, 2012 7:02 am

It's hard to imagine the stupidity of having an 3-faction RvR style PvP-system where you have a bunch of enemy players trounsing through your realm and jumping up and down who you can't even attack, and if you can attack them, then it turns your whole realm into a giant gank-fest, and the PvP in Cyrodiil would be heavily ignored. We lose the amazing keep warfare and open-world battles there. Those are the only 2 options for this style of PvP. There's also FFA PvP, but again, no one in Cyrodiil, very little keep-warfare, and just a 24 hour arena-style gankfest, no fun. It's hard to explain this to someone who thinks that WoW was the first MMO and Single Player RPG's are the only ones out there.

Exactly!
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Johanna Van Drunick
 
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Post » Sun Jun 03, 2012 3:59 pm

instead of answering things up-front, i will give my own model of how i think could work out:

im an an argonian in the ebonheart pact, i will be able to visit a lot, if not most, placs in, say, valenwood, but i would not be let into a few places (the capital, a few cities, war camps, some resorce areas, ect) and i would not be able to get some things ( armour/weapons saved for the dminion members, for example), these places and things could provide enough so that any new players who would not be able to deal with high level griefers will have places to train, get armour/weapons, group up or anything else the need and i could still explore and assault most of the province if i wanted too. to go that extra mile, other towns could have high level NPC guards, like in mabinogi (i went to the giant lands as an elf before, no players in sight but i got wrecked), who would attempt kill me if i caused trouble. i could barter on enemy territory but most traders would be agressive and increse prices for members of an outside race, some would even refuse to trade with you.

with my model weaker people have places they can get help/train at, PvPers can invade some places if they wanted and explorers can explore. i think getting attacked on your own territory and raiding other provinces would provide much more faction pride than being restircted to it would allow for.

It's a great structure, I wouldn't complain about it. It pleases those who just want to level and quest casually, while also (more so, i think), pleasing the PvP community. But the dev's already said they'd limit PvP to Cyrodiil, that's why I formed my model around their plan for PvP.

There is a kind of blindness where hardcoe RP'ers can not see how the game mechanics of a totally freeform world can cause players to ruin the experience for others and where harcore 'gamers' will do their best to gain the most advantage in the game. There has to be a compromise in general servers for everyone to get a bit of everything. Specialty servers are really what is needed... where GMs will enforce the rules of the servers so that gamers don't harass RP'ers and RP'ers can do their thing. It is as simple as that, I think.

I think you've struck a cord many people here fail to see - that balance is needed. Seriously, reread my above model ^^ if you don't think it's fair, you'll never be completely happy until the game is exactly the way YOU want it. Balance, people, balance. It's an MMO. Yeah, games may have done this in the past even, (open PvP everywhere) doesn't mean we should necessarily follow their lead. -Keep it TES

Let's get this straight people.

We're NOT going to be allowed to travel outside our faction zones.

Listen to the Podcast. He says it bluntly.
I disagree. I heard the podcast, and while it could even 'border' us like you say, it was not confirmed. Quote it.
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Sarah Evason
 
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Post » Sun Jun 03, 2012 10:37 am

Realistically, it just depends on the amount of content. I want some reason to roll a new character, and different quests and zones are a huge means of leverage. On the downside, if it's implemented half-assedly it'll fail, because there won't be enough to do per character. But the idea they have is simple: 120 hours to reach end game, but end game actually has a low retention rate among most 'casual' players (and probably many TES fans who just don't give a toss about raiding) so they design a game that you want to play through to max level many times over, with fresh content on every occasion. In theory, it can be quite good, although I'd support some grey area such as being diplomatically neutral and able to travel to certain territories/zones (cities for instance.) Historically, whenever there was a war between (just as an example) Britain and France, it didn't necessarily mean that civilians from Britian couldn't set foot on French soil without every French peasant trying to gut them; it just meant that if you were part of an army there'd be some problems. Indeed, most countries at war with one another still engage in some measure of trade and emigration, so it's a bit silly from the perspective of 'realism' to imagine such an absolute division between every player of every faction.
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Jenna Fields
 
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Post » Sun Jun 03, 2012 12:27 pm

Realistically, it just depends on the amount of content. I want some reason to roll a new character, and different quests and zones are a huge means of leverage. On the downside, if it's implemented half-assedly it'll fail, because there won't be enough to do per character. But the idea they have is simple: 120 hours to reach end game, but end game actually has a low retention rate among most 'casual' players (and probably many TES fans who just don't give a toss about raiding) so they design a game that you want to play through to max level many times over, with fresh content on every occasion. In theory, it can be quite good, although I'd support some grey area such as being diplomatically neutral and able to travel to certain territories/zones (cities for instance.) Historically, whenever there was a war between (just as an example) Britain and France, it didn't necessarily mean that civilians from Britian couldn't set foot on French soil without every French peasant trying to gut them; it just meant that if you were part of an army there'd be some problems. Indeed, most countries at war with one another still engage in some measure of trade and emigration, so it's a bit silly from the perspective of 'realism' to imagine such an absolute division between every player of every faction.

Well said
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Jessica Thomson
 
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Post » Sun Jun 03, 2012 12:57 pm

What is preventing you from making new friends in whatever faction you pick? Unless you have a server full of friends making the switch to this game then I can see where you would have this issue. Thank you. Also, it isn't my job to make you like this game or its features. But you need to remember this is just a game, and the game isn't being designed for you specifically. If you dislike a feature set or direction of a project, you can always take your ideas, thoughts, and forum time to another project you might enjoy more.
Uh, "just make friends within your own faction" is like saying "we'll just get you a new dog" after your puppy died. =/
Let's say I make friends on the forums, and then we find out we can't play with each other because we are in opposite factions. That's just not fun. I don't see how the community would benefit when it is artificially split in this manner.
I'm sorry if I come across a one of the nay-sayers, which I'm not. Aside from this issue, I'm extremely hyped for this game, and I want it to be the best it can be.

What I would propose is some sort of diplomatic immunity pass. You could go to the Covenant Embassy in Windhelm, and get such a pass for a few days. During this time, you can venture into High Rock and Hammerfell, but you cannot participate in Cyrodiil's war efforts. This way you don't have to go to a specific co-op server, and can still enjoy PvP and PvE playstyles, just not at the same time.
Make it expensive. Make it rare. But don't cut it out alltogether.


It's hard to imagine the stupidity of having an 3-faction RvR style PvP-system where you have a bunch of enemy players trounsing through your realm and jumping up and down who you can't even attack, and if you can attack them, then it turns your whole realm into a giant gank-fest, and the PvP in Cyrodiil would be heavily ignored. We lose the amazing keep warfare and open-world battles there. Those are the only 2 options for this style of PvP. There's also FFA PvP, but again, no one in Cyrodiil, very little keep-warfare, and just a 24 hour arena-style gankfest, no fun. It's hard to explain this to someone who thinks that WoW was the first MMO and Single Player RPG's are the only ones out there.
There are some good suggestions in this thread already. Saying "these are the only 2 options" is simply wrong.
Besides, if some Khajiit traders "trounsing through your realm" are already breaking your immersion, a multiplayer game might not be the best choice for you in the first place.
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Karine laverre
 
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Post » Sun Jun 03, 2012 12:21 pm

The RPers ( Which I am one ) are supposed to be players who can adapt because that is what you do during stories as they happen. Seems they are the people least capable of adapting now. Role play it like a single player game, stay in your faction, and pretend like the rest of the world isn't there. The potential players are just being lazy and using outdated thought processes. They just need to worry about the content in their current factions instead of other factions areas.

And who says that there will not be PVE servers that would allow this? He was calling the developers lazy when he isn't behind the scenes to know. At that point I just took what he wrote and changed a few words to put it back on him.
Yes, we are the ones being outdated...

I said the decision was lazy not the devs. There is a difference there.

I'm not concerned with how this could make PVP better or worse. If this is true, I am still hoping it isnt it is a very bad decision. I dont want DAoC ideals superceding TES ideals. The main thing I wanted was a game world that had some modicum of sense.

TES isn't about cookie cutter alliances. Even the factions are sketchy but still well within the bounds of sense. But just because someone is a Nord they cannot go into High Rock? Or a Dunmer into Summerset? It should be difficult but not impossible. There are people like Dram who was an ex Morag Tong Assassin who betrayed his organization to work for Tiber Septim and the Empire. People like the Altmer author of those books in Skyrim who was anti-Thalmor. There were not just a few of these types of people.

I don't see how this makes any sense in terms or realistic interactions. This is 'Derp you can't go there because we said so'. It is fundamentally stupid in execution. There is no reason people would be KoS when traveling between factions and there are no reasons people would stop traveling between factions. There are Khajiit in Skyrim in the middle of the Civil War trying to make a profit on the War. That kind of thing wouldn't stop so how could these guards or invisible walls/whatever they have even make sense? The whole point of a TES MMO was to explore ALL of Tamriel. That should be possible on ONE character. Difficult but possible. Without sacrificing PvP for it.

There should be Conflict zones at the Borders where the factions meet. Like Black Marsh and Argonia or Skyrim, Hammerfell and High Rock. That would have been much more interesting. Have the PvP area at least extended to encompass a neutral contested zone in between the faction borders. Allow travel in other zones. Maybe you need a special pass to go into those zones and while there you must adhere to certain rule sets. If you don't you get attacked and the entire faction zone becomes hostile. When you die you respawn all the way back at your faction. If you just invade the other zones without a pass the whole place will be a hostile zone to you. This leaves plenty of room to build up 'faction pride'. This allows you to survive in another factions zone albeit with hindrances. Which would only be natural.

Even an Altmer born in Morrowind would have hindrances because of racism developing because of the war. Let you choose a race from another faction to be in your faction as your character. Make that choice have consequences like increased prices and decreased selling values because of your race in that faction causing strong dislike as racism and faction pride takes root as the war goes on.

It would take more effort but it would be much more interesting and organic. It can be done. Hopefully this is all just a big misinterpretation.


That was a repost from another thread so sorry about any inconsistencies with the points.

What do people think of this instead? Feel free to expands and or tear it apart. I want to pvp AND be able to explore the entirety of Tamriel.
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Elizabeth Falvey
 
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Post » Sun Jun 03, 2012 6:51 pm

I'm not concerned with how this could make PVP better or worse. If this is true, I am still hoping it isnt it is a very bad decision. I dont want DAoC ideals superceding TES ideals. The main thing I wanted was a game world that had some modicum of sense.

TES isn't about cookie cutter alliances. Even the factions are sketchy but still well within the bounds of sense. But just because someone is a Nord they cannot go into High Rock? Or a Dunmer into Summerset? It should be difficult but not impossible. There are people like Dram who was an ex Morag Tong Assassin who betrayed his organization to work for Tiber Septim and the Empire. People like the Altmer author of those books in Skyrim who was anti-Thalmor. There were not just a few of these types of people.

I don't see how this makes any sense in terms or realistic interactions. This is 'Derp you can't go there because we said so'. It is fundamentally stupid in execution. There is no reason people would be KoS when traveling between factions and there are no reasons people would stop traveling between factions. There are Khajiit in Skyrim in the middle of the Civil War trying to make a profit on the War. That kind of thing wouldn't stop so how could these guards or invisible walls/whatever they have even make sense? The whole point of a TES MMO was to explore ALL of Tamriel. That should be possible on ONE character. Difficult but possible. Without sacrificing PvP for it.

^ I agree with 100% of this. Because you're right...its called The Elder Scrolls: Online...it should adhere to the Elder Scrolls formula and ideals. Individualism is a strong current not just for the player characters but is shown - often - in the NPCs. Universal, pure, immutable divisions (geographic, racial or political) don't make sense (in terms of realism or lore).

There should be Conflict zones at the Borders where the factions meet. Like Black Marsh and Argonia or Skyrim, Hammerfell and High Rock. That would have been much more interesting. Have the PvP area at least extended to encompass a neutral contested zone in between the faction borders. Allow travel in other zones. Maybe you need a special pass to go into those zones and while there you must adhere to certain rule sets. If you don't you get attacked and the entire faction zone becomes hostile. When you die you respawn all the way back at your faction. If you just invade the other zones without a pass the whole place will be a hostile zone to you. This leaves plenty of room to build up 'faction pride'. This allows you to survive in another factions zone albeit with hindrances. Which would only be natural.

I love the idea of having to travel through a war zone as one of many possible obstacles in exploration/questing...but would love it better if they weren't stagnant but moved (as either the Devs or the players - whoever drives the war - changed the fronts in the war/s).

I still think the best way to handle traveling through zones your people are hostile with, would be through neutral organizations of some kind. You'd gain access by performing quests for the organization...they are essentially vouching for your authentic neutrality/honest-intentions...and of course engaging in espionage/sabotage/hostilties while aligned with the neutral org, would cause a loss of your rep with that organization and therefore cost your neutral access.

Even an Altmer born in Morrowind would have hindrances because of racism developing because of the war. Let you choose a race from another faction to be in your faction as your character. Make that choice have consequences like increased prices and decreased selling values because of your race in that faction causing strong dislike as racism and faction pride takes root as the war goes on.

It would take more effort but it would be much more interesting and organic. It can be done. Hopefully this is all just a big misinterpretation.

And I agree with most all of this...but then I also remember how in Morrowind, it always seemed that some Dunmer were more hostile to those not of both the blood and soil than others. It would be cool to see that kind of theme continued, generally in the MMOs' context, to add further depth as well.
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Jessica Colville
 
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Post » Sun Jun 03, 2012 10:00 pm

for those of you asking where this information is coming from its from yesterdays podcast and it is CONFIRMED
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Haley Cooper
 
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Post » Sun Jun 03, 2012 9:09 pm

I still think the best way to handle traveling through zones your people are hostile with, would be through neutral organizations of some kind. You'd gain access by performing quests for the organization...they are essentially vouching for your authentic neutrality/honest-intentions...and of course engaging in espionage/sabotage/hostilties while aligned with the neutral org, would cause a loss of your rep with that organization and therefore cost your neutral access.
Funny thing is, there are neutral organizations: The Mages, Fighter and Thieves Guild, and maybe the Dark Brotherhood. Those are accessible to every player in every faction, but for some reason, you are only allowed to talk to the branches in your province. Makes you wonder how they communicate with each other.
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Benjamin Holz
 
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Post » Sun Jun 03, 2012 5:52 pm

Ok so I was bummed out when I heard you couldn't explore all the provinces with one character but considering you get to explore x4 the provinces you get to in the single player games (obviously excluding arena), x3 if you pick daggerfall covenant but there has to be a reason . After listening to the podcast and they said the game on release wont have all the areas of you factions provinces open , they are focusing really hard on making awesome areas that are incredibly fun to explore and releasing the new areas in patches and expansions so instead of having straight off 100% of our homeland to explore with shallow go collect 10 x or go kill 15 y , they are starting us with ( not exact number , just an example ) say 50% of our home province but with really interesting quests that are "30-45 minute long stories" -firor or sage . concentrated areas with really in depth TES quests instead if all tamriel with cruddy WoW like quests.

Also I think the whole faction not being able to go to other factions lands reinforces the feel of a community , it also vastly decreases competition for mobs and camping and all that annoying d*^k behaviour that comes with mmo's and when you reroll a different faction you get a whole new experience instead of just a new racial power and character skin. besides with the decreased size of the explorable map comes greater quality of quests and areas , dungeons etc :smile:

Alot of people have done nothing but hate on TESO and its team and they have done noting but prove them wrong so I think we should at least wait until why they explain why they are not letting you explore other areas , from all the info released they are doing an awesome job and they have erased most of our concerns about it so far so I think we should show some maturity and ask "why" before we flip out.

Why do you guys think they did it ?

I think the quote "feeling of community" is reason enough. Being able to have a whole land to feel "at home / safe" etc where you can chill with your faction in peace. Sounds nice to me.
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Tarka
 
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Post » Sun Jun 03, 2012 6:34 pm

Funny thing is, there are neutral organizations: The Mages, Fighter and Thieves Guild, and maybe the Dark Brotherhood. Those are accessible to every player in every faction, but for some reason, you are only allowed to talk to the branches in your province. Makes you wonder how they communicate with each other.

Carrier-pigeons. Duh.
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Lucie H
 
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Post » Sun Jun 03, 2012 7:41 am

for those of you asking where this information is coming from its from yesterdays podcast and it is CONFIRMED

Is this podcast available on iphone? And if so do you know what it's called? (I'm very new to podcasts I still don't really understand how the system works but I would like to watch this one you speak of)
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Brittany Abner
 
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Post » Sun Jun 03, 2012 2:15 pm

Funny thing is, there are neutral organizations: The Mages, Fighter and Thieves Guild, and maybe the Dark Brotherhood. Those are accessible to every player in every faction, but for some reason, you are only allowed to talk to the branches in your province. Makes you wonder how they communicate with each other.

Yeah...I did consider those...they are part of the esablished game world, and lend themselves rather well to the concept...but...wasn't sure how they are being handled...poorly it sounds like. :(
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Joanne Crump
 
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Post » Sun Jun 03, 2012 4:31 pm

To force pvp into Cyrodiil rather than the other provinces.

Well yeah :smile: but why :ohmy: now iv'e only played one mmo so forgive me for the example im going to use , yes its WoW :down: Alot of people say WoW has more freedom AND has open world PvP zones :confused: , that being true the PvP zones were sparsely populated and rarely has anyone ever PvP'd there because if they want open world PvP they went to enemy provinces and ganked lowbies or killed vendors and the auctioneers because you actually affected the whole city , so much more satisfying :swear: , with the system in place for TESO it stops that annoying aspect of open world PvP of people stopping you from doing quests or high levels ganking you as everyone is capped to the same stats in cyrodill so it eliminates ganking and levels the playing field so it is about skill and cyrodill is huge ! so it is like a whole world and your not fighting for some crappy faction friendly unique vendors to spawn , your fighting for the throne , to be emporer ! :woot: it adds so much to the game and adds to the feel of war , you have your base which is safe and the battlefield . In this case I think less is more , it adds an unknown element to the other factions , breeds suspicion and contempt , its going to work out to be awesome :smile: thats my opinion anyway :smile:

None of the modern TES games let you explore outside of 1 province... The MMO will give you access to 4. I guess 4 is less freedom than 1.

Thank you ! finally someone else is grateful for this guess everyone is just upset because they were promised ALL of tamriel but assumed you could with one character :evil: , im sure if it was said from the beginning that you get to explore your 3 + cyrodill people wouldnt be as upset but i trust this team , they have done excellent so far but yeah I hope more people see it like this , you only had 1 a game , now you have 4 so why you ragin bro ? :bunny:

One thing I am confused about though , since were only allowed in our own will we have unique instanced and public dungeons for each faction or the same ones with different entrances via maybe wayshrines ?
If we do have unique ones for our factions that would be awesome ! I always loved rolling a new toon in WoW because the quests and areas were unique to your race but after lvl 10 you merged with the rest of the herd and it lost its wonder , TESO is avoiding that and keeping individuality to each faction so you're rolling a new character who will have a new experience, not a new skin with the same old experience over and over again
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Nienna garcia
 
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Post » Sun Jun 03, 2012 8:58 am

In wow you could invade other faction's areas and kill quest givers - even on a pve server. Im guessing this is the part they dont want. I suppose they could make the guards/vendors/questgivers unkillable instead. Would that be better?
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Elisabete Gaspar
 
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Post » Sun Jun 03, 2012 8:16 am

Yeah...I did consider those...they are part of the esablished game world, and lend themselves rather well to the concept...but...wasn't sure how they are being handled...poorly it sounds like. :(
The Fighter's Guild closes portals. :confused:
There really is no reason to not let us go into the other faction's lands.
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sexy zara
 
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Post » Sun Jun 03, 2012 1:21 pm

Its pretty Dissapointing :(
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adam holden
 
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Post » Sun Jun 03, 2012 1:32 pm

That makes no sense with the fighters and mages guilds just starting to spread all over Tamriel - who are the envoys to these foreign countries? There'd better be some great lore explanation for us...I wanna know WHY that border is closed down.
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Racheal Robertson
 
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Post » Sun Jun 03, 2012 12:42 pm

It's hard to imagine the stupidity of having an 3-faction RvR style PvP-system where you have a bunch of enemy players trounsing through your realm and jumping up and down who you can't even attack, and if you can attack them, then it turns your whole realm into a giant gank-fest, and the PvP in Cyrodiil would be heavily ignored. We lose the amazing keep warfare and open-world battles there. Those are the only 2 options for this style of PvP. There's also FFA PvP, but again, no one in Cyrodiil, very little keep-warfare, and just a 24 hour arena-style gankfest, no fun. It's hard to explain this to someone who thinks that WoW was the first MMO and Single Player RPG's are the only ones out there.

It's going to be the exact same thing anyway.

Your going to have hundreds of friendly players jumping and down challenging you to duels and saying offensive things.

And lore-wise does it make sense that the provinces wouldn't attack each other? If there at war why are they CONSTANTLY seiging the capital. Seems a lot like there working together to wreak havoc on Cyrodil. Do they have an alliance or something? because there not even skirmishing each others land.

It doesn't make any sense in the Lore for players to NOT be allowed in each others lands.
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x a million...
 
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Post » Sun Jun 03, 2012 7:22 am

The war is not necessarily for one faction to conquer the others. It's about who controls Cyrodiil and sits on the throne as Emperor. The nations would have an understanding that they would stay out of each other's territory, but if they enter the contested province of Cyrodiil, it's an act of aggression.

The war is for the Crown and Capitol.
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Marguerite Dabrin
 
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Post » Sun Jun 03, 2012 4:20 pm

None of that doesn't explain why we can't Traverse other players factions as a NPK(non player killer). Kind of like a trader or envoy. Just make it so if you enter another factions territory you cannot PvP. There exploration and PvP is still restricted to Cyrodiil.

I still think having a thin PvP zone in a neutral disputable area BETWEEN the faction's borders would be a good mechanic to add to Cyrodiil's PvP. That would actually instill a sense of conflict between the factions. A neutral trading pass would allow you to travel to other nations but to get there you had to pass through that thin 'danger' zone.
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no_excuse
 
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