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That's the thing. That IS the game's major narrative. The problem is that there are those who simply don't like how it's done, with all the other world building being introduced as well. Not that there's no more divide, which has somehow has become the narrative. Which seems to exist from people who constantly need reminders of what's plastered much over the website, many of the videos, and half of all the quests in the game. They've spent more time with the two factions going against/showing to hate one another and building that up, than they've spent showing either faction going up against any other individual force. (With some reminders that they're still at war thrown in every now and then.) Whether it's the Osun, Marauders, Falkrin, Skeeck, Pell or what have you. And the whole "lets work together" thing only comes into full swing around the lvl cap.


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Great, I respect that... you should be able to make that choice. The issue here is I should be able to make a choice as well


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No, Pappy doesn't need to explain this. It's explained because the game is writen that way. That's the explanation. It's the very core of the entire thing. You think a Granok would stand next to a Cassian without ripping their head off? The factions fuel the story. This is not something the team "needs to look at."


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I don't want the war gone at all. No Chua in Thayd, No Aurin in Illium, ever. Out in the field I would like a little more flexibility in how I deal with the other faction. For some this will mean giant raid mobs that are mixed faction to take on giant group content, for others it won't. No arm twisting, you get to play with the people you choose. Neither Carbine, or other players should ever make you have to group with the other faction if you don't want to. I would even throw in a faction bonus for people who only had people from their faction. Like a 10% reduced cost on vendor items ect. For the people that want to group with the other faction to clear content, or just to be social, I don't see a reason to stop them.


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True story it keeps all the lore, and all the story intact for the two factions and yet let's them join each other to battle the same enemies. Listen we are both doing the same GA and DS and dalies there is no reason not to do them together. Plus people that want to flag can and do I see random pvp stuff from time to time and love it.


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I believe you misunderstood me...as this was an additive to previous posts on the topic. If you're referring to my statement on defection. I'm not saying nor implying it would be easy in anyway shape and or form of the actual process. Rather the mention of me ever saying it would be "easy" would go toward an educated guess on my own experience that removing some of the current limitations within the instanced and party system compared to having to create a system by which not only would you need to remove said restrictions, but have on top of that a system by which it can easily/smoothly allow an individual to switch factions. This is to say that from what I know from past experience and work that it is most likely easier to do a blanket system change as opposed to a dynamically changing state for the individual. The notion of NPC dialogue interaction is NOT major, but reading this thread lore and immersion has pooped up frequent enough to mention that if it were included within the integration of said system it'd be even more time and resources needed to go through either a point of progression(progression meaning level 3 to the current end game). Added to this would the defection be a paid service?A quest chain? A simple talk to an NPC that goes "heya bob wanna be exile/dominion!". Thered have to be a system put in place for this stuff as well even if it was the last one. The example you cite could be related to the faction code, but it's also not the first time that adventure has bugged in some rather funky ways either. However even drawing from this example I've already taken this into consideration because there are various points by which your faction determines what spawns as a hostile or friendly NPC toward you like in war of the wilds to add. This would be counted among other things that needed to be changed either way. The question then turns into how does one manage this system? For me personally I would go with making the NPCs them-self independent of relying on the players faction type and either have them all mixed or leave them as is and randomly spawn one set or the other. However I'm not Carbine and for all I know if they chose to do it they could replace all the bosses with Lopps and Skeech.


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Pretty sure in the beginning, all characters could group and understand all other players. Code was then added to prevent players from grouping and understanding other players.


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Maybe the guy who coded it is on vacation... (I'm kidding...old reference to name reservation) It's impossible for any of us to really answer and at best give educated guesses. However from what I would guess it is coded in such a way because the instances themself take into account what NPCs spawn depending who comes into said instance. War of the wilds also does this and has two sets of opposing faction NPCs. I'd frankly say that it is because Wildstar probably started off thinknig factions would still be a thing from the time it was first started, but the idea has since faded into more of "it was a good on paper idea at the time..."


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Oh no, I'm just piggybacking onto it by saying that how they do it probably isn't going to be NEARLY as hard as when they do it. I mean, a lot of the things we can see that we'll know will have to change are probably small potatoes to what would have to happen to make cross-faction operable in any way by any stretch of the imagination if it's that deep. That means that your faction is a very fundamental systematic code... God only knows what it's attached to. I think things like changing the text, lore, or adding or subtracting game elements is probably not going to be where the bulk of billable hours is allocated, if you get what I'm saying. Just saying "there will be a way to interact cross-faction" is probably taking on a vast amount of coding work. It took them months just to make same-faction BGs work, for instance. It's obviously a pretty deep system for player-world interaction.

No, it's definitely that deep. When the game accidentally tripped up our factions, EVERYTHING changed. We even ended with a bunch of Draken cheering us in the green data world at the end, but still being red to us. Swapping our factions didn't just change a single unit thinking we were hostile or ally, it literally changed the entirety of the instance from that point on. I'm just saying it's deep. VERY deep. The surface stuff is nothing compared to going into every line of code in the game that references that faction tag and making it even, in any way, variable. The only way out of that would be to introduce a direct faction swap, but as has been mentioned, that's probably only going to further shift the player imbalance.


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Hugor, unfortunately the queue system pre 50 isn't too healthy, but there's an easy way to find groups with a little extra effort. I just leveled up a fresh dominion DPS class and was able to put together a group in less than 5 minutes for all 5 man pre 50 dungeons. Just make sure you are in the lfg channel (type /chjoin lfg) and when you want to run a dungeon, just advertise a little in the channel... so /1 "New healer wanting to run Stormtalon (normal) looking for a group" This will work wonders in finding low level dungeons groups. Myself and many others love jumping into a low level dungeon to help out the new players.. we just need to know when you're looking


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I for one like this idea. I participate in pre-made groups and random pugs and find there are times I prefer the former and times I'm really just looking for the latter. Maybe I'm busy doing other things too and just want to hit the queue button while I go about other business. Maybe no one's available in my guild. Maybe I'm not really feeling social, or I just don't feel like it for no particular reason. I've actually met a lot of really nice people doing random dungeons, and given how much of the population is on Entity, I've also added a rather large number of people to my friendslist just based on meeting in a random queue group. Sometimes we meet in the queue and decide to do another instance. Sometimes it's just friendly chit chat and then we're done. I don't think there's anything wrong with it. Engaging other people,  be it for a pre-made or in a random group, is entirely up to the players.


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