Sanguiness130 wrote: »I think the most important things that can be done to help the RP community is first to have an RP server.
This would, in my mind, be an option you could choose when you logged in, and you would have an option in the character selection screen maybe as to whether you want to join a regular PvE server or an RP server (no I have no idea how this would work in practice, I admit I'm not all that knowledgeable in the tech side of things) and then in the RP server you would be able to literally find RPers anywhere and everywhere without questers or whatever else running around disrupting RP.
The big thing with that though would have to be given an option as to switch servers again if you wanted to do PvE, as to not interrupt RP on an RP server.
Food for thought, maybe?
Please, please, please, make temporary camp fires a thing. It would be so awesome to fish a while, then start a small fire to cook the fish. Or find some game and cook them on the spot.
Don't make it like LOTRO where the fire disappears in 3 minutes, let it stay until put our or the player leaves. I'd love to relax by the fire now and again.
Thanks.
Add a difficult-overworld mode.
In the single-player TES games, I can RP just fine without a guild, communication tools, or events. That stuff is fine I guess, but it’s not necessary for a satisfying RP experience in Tamriel.
But when Evil World-Threatening Quest Boss XVIII can’t even finish his evil voice lines because my no-CP, basic-gear character kills him with a couple of skill casts, it’s pretty immersion-breaking. In Skyrim I can fix this problem by just turning up the difficulty or installing a combat mod. In ESO, the only option is to...leave solo RP content entirely and join a trial group or run vMA again. Hardly the same!
Add a difficult-overworld mode.
In the single-player TES games, I can RP just fine without a guild, communication tools, or events. That stuff is fine I guess, but it’s not necessary for a satisfying RP experience in Tamriel.
But when Evil World-Threatening Quest Boss XVIII can’t even finish his evil voice lines because my no-CP, basic-gear character kills him with a couple of skill casts, it’s pretty immersion-breaking. In Skyrim I can fix this problem by just turning up the difficulty or installing a combat mod. In ESO, the only option is to...leave solo RP content entirely and join a trial group or run vMA again. Hardly the same!
I agree and have made a case for more difficult Main Story Bosses on multiple occasions
Scion_of_Yggdrasil wrote: »Add a difficult-overworld mode.
In the single-player TES games, I can RP just fine without a guild, communication tools, or events. That stuff is fine I guess, but it’s not necessary for a satisfying RP experience in Tamriel.
But when Evil World-Threatening Quest Boss XVIII can’t even finish his evil voice lines because my no-CP, basic-gear character kills him with a couple of skill casts, it’s pretty immersion-breaking. In Skyrim I can fix this problem by just turning up the difficulty or installing a combat mod. In ESO, the only option is to...leave solo RP content entirely and join a trial group or run vMA again. Hardly the same!
I agree and have made a case for more difficult Main Story Bosses on multiple occasions
I forget where I saw it, but someone suggested a mythic item that reduces your stats dramatically, therefore simulating a hard mode in overland, or whatever content you wish to be "hard-mode." This would be an interesting way to provide that more challenging experience. However, I would prefer more quest bosses have more interesting mechanics, as opposed to bosses having more health, and you doing less damage.
I would also like a dedicated UI setting called "Immersion Mode/Blind Mode" or something to that effect. We need an easier way to remove all the UI, without having to manually hide all the options 1 by 1, and having to remember which ones you turned off and what sub-menu they were in when you want to bring them back. Another way to make the game harder is to remove all UI, and AOE glow. I actually prefer playing that way, and you get to appreciate the animations and graphics more. You have to be extra mindful of your resources since you can't see how much you have, and really learn what the actual enemy skills look like, instead of just avoiding red.
Scion_of_Yggdrasil wrote: »Add a difficult-overworld mode.
In the single-player TES games, I can RP just fine without a guild, communication tools, or events. That stuff is fine I guess, but it’s not necessary for a satisfying RP experience in Tamriel.
But when Evil World-Threatening Quest Boss XVIII can’t even finish his evil voice lines because my no-CP, basic-gear character kills him with a couple of skill casts, it’s pretty immersion-breaking. In Skyrim I can fix this problem by just turning up the difficulty or installing a combat mod. In ESO, the only option is to...leave solo RP content entirely and join a trial group or run vMA again. Hardly the same!
I agree and have made a case for more difficult Main Story Bosses on multiple occasions
I forget where I saw it, but someone suggested a mythic item that reduces your stats dramatically, therefore simulating a hard mode in overland, or whatever content you wish to be "hard-mode." This would be an interesting way to provide that more challenging experience. However, I would prefer more quest bosses have more interesting mechanics, as opposed to bosses having more health, and you doing less damage.
I would also like a dedicated UI setting called "Immersion Mode/Blind Mode" or something to that effect. We need an easier way to remove all the UI, without having to manually hide all the options 1 by 1, and having to remember which ones you turned off and what sub-menu they were in when you want to bring them back. Another way to make the game harder is to remove all UI, and AOE glow. I actually prefer playing that way, and you get to appreciate the animations and graphics more. You have to be extra mindful of your resources since you can't see how much you have, and really learn what the actual enemy skills look like, instead of just avoiding red.
I have seen the debuff argument in various threads and I an fundamentally against it for a couple reasons i listed out in another thread.
Stats are only part of the difficulty. In order for bosses to be truly challenging and/or engaging they need to have more varied and interesting mechanics like we see in dungeons and trials.
A de-buff boils down to putting in unto the player to make the game harder when it is the game that should be making the content harder for the player.
The players should not have to Nerf themselves in order to make overland & story more challenging and/or enjoyable.
StarOfElyon wrote: »I just wish my playthrough felt different for each of my characters. It really does hurt my desire to quest on multiple toons.
Scion_of_Yggdrasil wrote: »Ajaxandriel wrote: »3- Find a solution for the annoying "spin" animation (client-side) and chart/bag animation (open world-side) when we use a game menu.
This breaks the current emote of the character and also it is out-of-context when we simply seek to activate collection personalities, emotes, and so on.
Dear @ZOS_GinaBruno or anyone else in the studio, please consider this thread!
This, absolutely this please.
DreamsUnderStars wrote: »And it's been updated too! Yay!