JemadarofCaerSalis wrote: »spartaxoxo wrote: »ESO_Bill_Slavisek on Reddit wrote:Once romance does come on line, it will take some time to include all of our many, many popular recurring characters, let alone any new ones we make.
https://www.reddit.com/r/elderscrollsonline/s/DukKmMo4hp
This sounds like they intend to include lots of characters. Since ESO is mainly not a dating sim, it makes me wonder how in-depth the system will be. Of course it's just speculation at this point, but I somehow don't believe that it will be very detailed and personally tailored for the individual npcs if they really do that for, let's say, 40 characters instead of just 8 companions or so.
Yeah, I ws just expecting companion romance, not being able to romance random characters, and how will it work with the characters that are in relationships already or are in love with someone else, even if they aren't in a relationship with them, will they just be excluded (even if they are some really popular characters) or will it just ignore that part?
Categorize class lines and limit one per category.
Just like the wikis, or in game, each class has 3 skill lines. Typically the first in line is more dmg based, second is hybrid’ish, third is more healish, afaik.
Basically, pick one from each category but not two of the same.
YandereGirlfriend wrote: »I think that the play for this synergy, and basically all synergies, is to allow it to be taken by the caster.
Horace-Wimp wrote: »Why, oh WHY are we forced to dismount when interacting with the daily crafting writs board? Or the crafting stations for that matter? We are awesome and shouldn't have our time wasted by being forced to dismount only to re-mount a moment later once we pick up a writ assignment.
spartaxoxo wrote: »Some players have one sugar cookie they can enjoy and a whole plate of various cookies they are allergic to and cannot enjoy.
Yeah, no. Vets being unable to play it because it's not designed to include them is very different from someone who doesn't enjoy group play. Normal trials and dungeons are already in the game. And many casual users play and enjoy them. They aren't allergic. It's existence does not cause them harm. Some of them don't feel like eating the sugar cookie with blue frosting because they don't like blue. But it's still a cookie baked to the taste of sugar cookie enjoyers.
It's more like I hate peanut butter so I should be the only with a sugar cookie, if we're going to treat the other content as cookies on this plate.
Obviously, I don't mean by using the term "allergic to" in this analogy that I think any part of playing a game actually harms anyone. To clarify, I was just using the metaphor to express that some players can't participate in most of the non-overland content, and that includes so-called "normal" difficulty in dungeons and trials. I won't rehash all the reasons why here as we've been over them in this thread before, but I will amend the analogy as follows: I stipulate that of the people just eating the sugar cookie, some are allergic to the other cookies (can't play the rest), some could eat the other cookies only after seeing a doctor and getting a shot or otherwise preparing and jumping through hoops, and some just don't like the taste of the other cookies just as the people in the second group don't like the taste of the original sugar cookie.
To clarify another point, there are obviously other players I didn't mention in the analogy who like sugar cookies and some of the other cookies but not all of them. This is an analogy. I was simplifying to make a point.
I don't think one group should be the only one with a sugar cookie, but whether or not they get a sugar cookie made to their exact taste is the real question. They already have access to the sugar cookie.
Analogy aside, as I've said before, I don't necessarily mind an optional increased overland difficulty solution if it doesn't affect my game play. I'm not so sure it won't affect me, but we won't know until we hear the details about ZOS's answer to the issue and test it out. I do have concerns about what a reward system that doesn't punish players who opt out of increased difficulty could possibly look like. We'll see, I guess. I do think there should be a story mode in other content as a balance, and I appreciate your support in that.
The whole reason I responded to your initial analogy is because I didn't think it was a fair assessment of the context of the overland difficulty debate. It seems to me the those who object to an increase in overland difficulty are frequently told, in so many words, that they are just selfish and unjust. It's not that simple. I don't think the arguments against increased overland difficulty (or against exceptional rewards for increased overland difficulty, as we already know the increased difficulty itself is coming in some form) are being given a fair shake. They are often just being dismissed out of hand. I was modifying your analogy to point out that there is another way to look at the whole of the situation from the other side and to hopefully dissuade people from just assuming that anyone who objects to overland difficulty is just doing so for selfish or unfair reasons.
Coming from someone who's passionate about fighting for Overland difficulty, I also do not think there should be exceptional rewards. I can't speak for everyone here, but I think extra XP and gold is enough. In fact, I'm just happy with extra gold, I don't care about any other rewards. I also do not think there should be exclusive bonuses that can't be obtained outside of Overland difficulty, such as pets, mounts, skins, personalities, etc. I'm very minimal when it comes to extra rewards. In my opinion, players who choose to not partake in any Overland difficulty should not feel like they're missing out on any prizes.