149732-faction-split

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I'm just gonna throw it out there that this option would actually be a huge waste of time as there would be so little people that would actually use it and I guarantee that those that don't want the split wouldn't even use this option after a short time anyway as they soon realize they are missing out. If it's super quick and easy sure, throw it in, otherwise don't bother wasting the dev teams already VERY precious time.


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Well this is heartening, even if you don't have say. ^^


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This might be true but there also might be more "Purists" than you'd think. I can definitely seeing myself using some Faction-only options, along with several other players I know, if they were put in. Housing, for example, maybe even Dungeons. Something about the Dominion just annoys me a lot, especially Chua. It's like the neighbor who just moved in on the floor right above you who vacuums at 5 am, listens to loud, obnoxious music, hangs up those gigantic brassy loud loud loud wind-chimes that No One likes that you can hear every day all day despite your own tv/music/activities, and when they see you around, they have the audacity to complain about you, lol...this is very, very basically how I view the Dommies. "This is how we're doing things, if you don't like it then you're the one in the wrong for not conforming to our society/actions even though this was actually your home first." I don't wanna see the Dominion around if I don't have to, but I wouldn't keep that option from others who want a bigger Base to pull from who don't mind the Faction differences. I don't know really anything about coding and whatnot, but I can't imagine that that little button would be such a big deal to put in. Edit: @PlasmaJohn...the guilds probably wouldn't really be a big deal, but I just thought that since we still have Faction-specific areas, like Thayd and such, I assume those would stay hostile to opposites in an effort to keep the lore as-is somehow, despite guild affiliation, and it might hinder some activities/actions.

Edited February 18, 2016 by Kavi


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"But the lore" isn't even a good argument for most of it. The language barrier makes absolutely zero sense, it's completely absent in the lore and does nothing but detract from gameplay. The housing divide would only be beneficial to remove, especially given how many people use housing to create scenery instead of a skyplot. Which Carbine has taken notice of and started catering to. The guild divide only makes sense for faction-purists, but given all the cross-faction groups and all the times we see members of Exile and Dominion races co-existing peacefully or even working together, the idea of cross-faction guilds doesn't seem even remotely lore-breaking unless it's an RP guild dedicated to the faction's military or government. (And even then, there are traitors.) Though that one doesn't feel as priority as removing the stupid language and housing barriers. The mail barrier leaves people high and dry with their own alts, and leaves the Exiles with a ridiculously larger amount of many special event items that are able to be traded, but can't be put on the auction house. The dungeon barrier and current raid barriers make little to no sense lore-wise because faction is never relevant to the story of the dungeons or raids, and both often deal with things the Exiles and Dominion have canonically at least formed shaky truces over. When you're on shiphands/Expeditions, you're working as a private contractor. I say leave the faction barrier to standard questing and PvP. Maybe for Adventures. *Handwobble.* There are a few adventures both factions get that I could see working fine cross-faction without any conflict to the lore. Since Adventures are just simulations run by the Caretaker, whom both factions aid and work with regularly. And are also usually done in association with COGS.


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A steam release brings a new outlet to get people playing the game, plus offloads the PR and marketing load onto steam (steam publicizes it's games to it's user base, which is substantial). Wildstar has never been marketed well, ever. Not for BETA, not for initial release, and not for F2P.

Faction imbalance is only a problem in PvP centric games; in PvE it should never be an issue as long as content is designed properly (which it isn't always). There are quite a few Dominion guilds (on Entity at least) and I constantly see a good number of them recruiting (especially raiding guilds). No one has ever actually explained how removing the "faction wall" would BRING IN MORE PLAYERS. They haven't because it won't, there is no mechanism by which integrating the factions will make a poorly marketed game more appealing to non-players. If the argument is that integrating the factions will keep more players from leaving, that's equally lacking in an actual mechanism to keep players around. All I ever see is people talk about queue times, which are less limited by population and more limited by tanks and healers not queueing all the time, which is fixed by incentivising support roles, not throwing more DEEPS at the problem (which is ostensibly what keeping a few extra players from leaving via faction integration would do). People love to point to Rift when it comes to faction integration / changes in an F2P game. They neglect to mention that the change had no significant impact on the number of players or income to Trion.


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