@Heishi Most modern games use pre-made tile sets that are connected together. Even Skyrim had this. I think there would need to be some dumbing down of the tools so created levels are as bug-free as possible. The grid that was in the video you showed would be a good idea, ensuring two spaces always line up correctly. I’m sure this is one of the way’s the kit used by ZOS would differ from the Community Creation Kit. I also really like the idea of the whole LBP style of resource points. That would definitely be needed from people making gigantic quests that would be way too much for the system.
My initial thought was to have community levels attached to way-shrines but, while I think this would be serviceable, part of the reason for the concept is to give people are reason to revisit old zones, to give Tamriel more quests and more life. The ability to send players around the map is a huge plus to making Tamriel a viable place to run around.
@miahq, While the game is very “theme-park” in its design, the systems that exist, coupled with these suggestions could make ESO more of a sand-box type experience. I love the idea of having sell-able items but I’m not sure ESO is the right type of game for that. Allowing players to create custom armor sets to sell in a real-world cash shop or through an in game merchant for game-gold would be awesome!
The kit would be pretty self-contained. The only suggestion I had that included information from outside the kit would be the motif creator, but I would imagine ZOS could include an “armor builder” so there is absolutely no outside information coming in.
No doubt there would be guilds that would create a level to act as their guild hall and I think that would be perfectly fine. That actually raises the thought of people being able to create “public” spaces that are simultaneously used by multiple un-grouped players. That would be pretty cool but might be a bit much to ask, technically speaking.
heroofnoneb14_ESO wrote: »@Gidorick
I was think more if you were a member of the thieves guild in one town you could get one set of quests, but the guards faction might get another. Or as you say, when visitin daggerfall you could find a quest for your faction. If you chose to let someone live as well maybe you could get more quests as well, but choose to let them die and others might open up. This would give your actions more value in game, but not totally cutting you out of quests. Maybe you could go down a darker path instead of the noble one. Maybe be a bit more greedy which precludes you from certain quests because the town hates you. With player created quests, the advantage of more quests and a variety of ideas helps foster branching story lines
The ability for quests to give additional quests would be great! I think there would be some creators that would end up making epic stories that would rival anything ZOS could come up with. Creators could create characters that would span across multiple of their quests. What people are able and willing to make is pretty amazing.
Well thought out.
Reminds me a bit of player generated stuff in Star Trek Online.
Well thought out.
Reminds me a bit of player generated stuff in Star Trek Online.
Really? I had no idea that game had player created content! I'll have to check that out!
Edit: I checked it out! Star Trek Online is a Perfect World game so I'm guessing it's a lot like Neverwinter's Foundry. So yes! Very much like that, except I think world integration is an integral part of this concept. Giving players a reason to revisit old locations.
But yes, The Foundry system in Perfect World games is very similar to what I envisioned. They've shown us it CAN be done.
a.grespinrb19_ESO wrote: »Given I'm Lazy i didn't of course read the post cause it was really long, anyone ming making a summary in like 10 lines or so please?
Hello everyone,
I love and SUPPORT fully the idea of letting the players create content. This was brought up in Beta actually. Late Beta.
I loved the idea then. Still do.
But I see no reason to make it so the Devs would have to babysit/approve the content.
First, I see why it is a concern. To be sure the content is within the lore boundaries.
Lets say someone makes it so NPC 1 says " Yep, I just got in from Hoth. I found this cool lazer"
Wait... Hmm.. Something lore breaking there
But, I still say Do it like the foundry in Neverwinter :https://www.youtube.com/watch?v=Hw3P9EAx0II (11 min)
http://neverwinter.gamepedia.com/Foundry
Which is similar (I think) to Star Trek Online. As Neverwinter and STO use same engine if I understand correct.
My idea is Create an app to let us make content. Have an interface in game to choose/run player made content. You can vote (1 to 5 star) on the content after you complete it. And have a ticker Yes/No is this lore breaking. If you do NOT want to do quests that break lore simply do not run lore breaking quests.
I think EVERY MMO needs this feature nowadays. Run the latest patch dungeon 30 times and bored? Make your own content.
heroofnoneb14_ESO wrote: »
As for the rating system, no arguments against it, but I still recommend that be done on the PTS server and we leave only approved cannon content on the live server. A minimum level of quality is an important factor that really would elevate this and distinguish it from Neverwinter and Star Trek, which carry with them a lot of exploits and a cash shop.
Yeah, content generated for the sole purpose of exploit farming XP or gold is the main issue I see here too. There could be an XP/h limit for player generated scenarios or something like that. The ZOS staff could then at their own leisure canonize or highlight player generated content.
I like the PTS part very much. It allows initial quality control by players to filter out the worst ones. With character templates you're very flexible at testing the content. Also the very crappy scenarios would be available on PTS only, so you'd have to go there to have a good laugh. PTS population would increase a lot.
PS: The more I think about your idea the better it gets.
- General training areas (we'll just make training dummies ourselves, if we don't get any ^^)
- Training camps (avoiding aoe, blocking, interrupting, healing, and so on)
- Class specific solo challenges
- Group trials with timers / revive counters and top lists
- open RP-Phases in Buildings (instanced like public dungeons)
Even a very limited system of this kind would make the game a lot more TESIII-V'y
...Many of the possible issues could be mitigated through capping systems. Caps on possible experience & gold earned from each player quest would prevent grinding exploits. Maybe each creator is given X number of gold and XP per month to use (100K xp / 10,000 gold) with each of their levels capped at a much lower level (20k xp / 2000 gold)
Lore friendliness could be managed through a strict system where content could be reported for many things, including Blatant Disregard of Lore. Get reported enough and the content would be removed. The creator would be given the reason it was removed and could submit an appeal to have the level reviewed by ZOS. Have too many quests removed due to reporting, the publishing capability will be revoked for a month. Have your publishing revoked more than 3 times in 1 year, your creator's license is suspended for 6 months. A strict system like that would quickly weed out those who wouldn't take the system seriously...
aecburky02_ESO wrote: »from my experience when the community is given the ability to create.. they do AMAZING things.
AlexDougherty wrote: »It sounds like a good idea, but this is an MMO they won't allowing us to simply upload content, at most they would allow us to submit it for their review, and possibly allow it in. But they wouldn't pay for it, you would be giving it up for free, no profitting.
Which would probably lead to some idiots trying to sue, which is why it probably will never happen.
I think the benefits of this type of system far outweigh the concerns. On top of that, the concerns can be countered with a lot of QC additions by ZOS, which would be a lot easier to add in some auto QC and then staff QC checks to ensure only low potential exploitable content enters the game.
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I'm a fan of such an idea. I think some of it might be asking for too much, such as player created motifs or having content canonized.
...
Putting it behind a pay gate...Personally I really dislike this idea. I myself am not a creator, have never attempted such but if I wanted to a pay gate would put me off of the idea.
heroofnoneb14_ESO wrote: »Given the recent B2P announcement, this is a perfect crown sink idea that would provide additional content with out creating a P2W situation.
Indeed it would! I could even see having to pay 50C to play the same quest more than once a day or have creators pay crowns to access certain style sets. Maybe even a way for creators to earn Crowns based on their ratings or have players buy community motif items with Crown and give the creators 10% of the profit back in Crowns.
It could work well!