spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »Two copies of the same enemy at the same spot and players can only interact with one sounds way more immersion breaking than occasionally running into who is hitting harder than you in a multiplayer setting, imo. Then again, because this isn't a single player game, I don't expect to always be the strongest on the map.
They’re not standing in the same spot during combat—mobs and players move constantly. As mentioned earlier, the alternate copy only appears when a player from a different difficulty tier approaches.
Ghost-phased figures don’t break immersion. If anything, they enhance it—just look at how well it works in Souls games.
And if that’s a dealbreaker for your immersion, let’s be honest: ESO already breaks it in far more jarring ways. Players chatting with NPCs you can’t see, enemies you just killed respawning like nothing happened, heroic actions that leave zero impact on the world… 😉
This isn’t Mass Effect. The immersion ship sailed long ago—and it wasn’t even a lore-friendly ship. 😉
The souls games I have played had other players be ghosts not enemies.
I don't recall ever seeing a player chatting with an NPC I couldn't see. Respawning enemies are a normal part of games. Heroic actions do leave an impact narratively and sometimes we even get to see it, which is my favorite.
The immersion ship is very much still here. And the story is the most popular piece of content in the game.
Re: Souls—other players, enemies… what’s the difference in this context? There were such enemies and even ghost-phased NPCs you couldn’t attack or interact with under certain conditions. That you didn't encounter them or don't remember doesn't change the fact.
Anyway, fair enough. Glad you feel immersed and impactful in ESO. Some of us just measure “impact” differently—and that's okay. You do you 🙂
The difference is, for example, when I run into a boss that I struggle with, I can call a stronger ghost to help me rather than having to watch a stronger ghost make mince meat of my bosses doppelganger while I sit there feeling dumb. And in this game, it would mean that stronger player wouldn't be able to help me either. So, let's say I'm a new player and I sit around waiting for someone to help me kill a boss. It takes 15 minutes and then the person runs up and attacks and suddenly they're both ghosts. And now I gotta wait even longer while watching a fight I can't participate in. That would feel pretty lame.
It looks like you didn’t read my earlier comments before replying. The scenario you just described wouldn’t happen—you wouldn’t end up waiting.
Re. Souls: we are also talking about two different things.
MincMincMinc wrote: »Avran_Sylt wrote: »MincMincMinc wrote: »Avran_Sylt wrote: »Given some comments about the recent AMA there seems to be sentiment that hybridization isn't finished yet, but I'm kind of struggling to see how that's the case?
spell Pen and weapon pen is now pen, that was about it. Otherwise they reworked almost every instance of pen and armor to be the same stat. They did the hard work of recoding so skills would atleast consider both stats and pick the highest.....granted this only causes more calculations to take place unnecessarily
We still have:
- Spell crit vs weapon crit. Most of these are down to only 1-2 niche differences. Like crit only has a difference because of old potions and class "unique" minor buffs
- Spell vs Weapon damage has the same niche class buffs for minor, while also having silly things like the mundus stones that could be combined and have the extra stone changed to something like crit resist.
- Spell resists vs Weapon resists I think only has the light armor passive which gives spell resists and then the breton spell resist proc. These could easily just be baked into % buff modifiers instead. For instance there is no reason for the light armor and heavy armor phys and mag rock paper scissors, just remove that layer all together and have the light armor %spellmit passive replace the spell resist
Then go on to look at systems likeFrom zos's recent streams it sounds like they already contemplated rewriting alchemy, but didnt because it would upset the power balance between alchemy and the other systems. So instead we are just going to sit here with several outdated systems which have clear BIS choices that are more efficient than others.
- food
- mundus
- alchemy
- skill morphs
- armor enchants
- jewelry enchants
Actually, I'm going to walk back my viewpoint on spell/weapon resists, thinking about it more.
The basic stats from sets/mundus are fine being universal.
But as far as the phys mag rock paper scissors with armor weights I think that ties into some of the lore of the world. And as far as resistances, the spell/phys resistance values are mitigation%, but sticking to the default mitigation% and its softcaps.
For resists its just silly since there are only like 2-3 places where you can get spell resists on its own. So the game is bloated in 99% of code because there are two resists going on instead of just the one
tomofhyrule wrote: »MashmalloMan wrote: »Stones: Warrior is going to disappear when ws damage combines, how great would it be to introduce Crit Resist in its place. Super flexible, this would be helpful for theory crafting and work in no cp environments.
I feel like this is one of the main reasons why they haven’t finished hybridizing yet is things like that. “We need to shoehorn this thing in” conflicts with “try to keep some semblance of the lore”
We have a +Weapon Damage Mundus in the Warrior and a +Spell Damage in the Apprentice. A lot of people say “yeah, just combine it and make one the crit resist!”
So what’s the logic of making the Warrior, which is all about attacking things, lose its offensive bonus to pick up a defensive one? Why not keep Warrior as the +Damage and change the Apprentice to +Resist?
Sure, no difference for most people. But there are people who will riot either way because of the lore - we already have a lot of people still raging that the Bosmer racial passive, that they’ve had since Arena, got changed because “we shouldn’t overlap with Khajiit” (and it’d probably have made more sense logically for the catfolk to get the detection and let the elves keep the stealth)
Now if you ask me, I’d rather go back to separate stats over hybridization, but that ship sailed a while ago. Heck, I think it’d be really cool to bring back elemental weakness/resistance mechanics.