Strong response for NO!!!
However, consider that there is no going back, AI is here, it is real and it is into everything. The reality is that AI will eventually impact all new or evolving games in some manner. Artwork, animations, story, voice, and even coding of the actual game are all happening now. The fact that real people are replaced is bad for the artists, but great for the franchise's profit margin (and more profit will always win).
As for an AI chatbot: an AI can be forced to avoid discussing any topic its designer tells it to ignore, so romance could be off-limits. My idea would be mostly like a talking ESO lore library.
Thanks for all the comments.
https://youtu.be/5TXwLiJk6sI?si=2nyuyEeGnrXdxrXFPlayers don't need skill styles. Companions, which we don't need at all, certainly don't need skill styles too.
How about ZOS focus on things that matter instead? Performance, combat and game play should be the first priority. With bug fixes and QoL improvements next most important.
MISTFORMBZZZ wrote: »???MISTFORMBZZZ wrote: »
I know OP is PS player.
They, console players post here on forum how:
1) Nobody plays Vengeance, and
2) Many of them posted how their PvP guilds are boycotting Vengeance.
So narrative here is that, logically, players reject Vengeance test and is obviously a failure.
Except, I posted that PC EU has 3 bars for each faction in prime time, and Vengeance 1 bar = 3 bars normally.
Screenshot is from the last evening from obviously PC EU just to show that there are players who play and enjoy Vengeance.
So, this projection from consoles how Vengeance is a failure is not true for PC EU mega server, and again PC EU mega server has officially the biggest player population.
And where do you have from that 3 bars in gh are 1 bar in vengeance?
Seems like youre just making up things because you dont like the opinions others have.
Its more like the OP is saying Consoles dont like vengeance since nobody is playing it and youre just projecting it to PC claiming people are liking it.
Different audition, different circumstances, different opinions
tomofhyrule wrote: »spartaxoxo wrote: »tomofhyrule wrote: »PDarkBHood wrote: »Also, don't forget (most of you need constant reminding), you do not have to subclass any of your characters if you do not want to. It is a choice, your choice to subclass.
Also, don't forget (most of you need constant reminding), if you choose not to Subclass, you have significantly less power and you are not going to effectively contribute to your group in endgame PvE or PvP and will be excluded.
That's only true of the highest of the high end players. You go into a PUG or more casual guild group and the pure class player is not automatically less effective than the subclassed one. Plenty of those also don't exclude people for not swapping.
Meta pushing guilds obviously require meta pushing but they're not how the general playerbase operates or experiences the game. They're an elite few.
…so “oh, their experiences don’t matter because they do high-level content?” Do you realize how toxic that sounds?
How would your experience be different if Subclassing were balanced? People who don’t do high-level content could still build however they want, but then the people who do play high-level content would also be able to. It’s not like it has to be one or the other.
Artisian0001 wrote: »RaidingTraiding wrote: »Artisian0001 wrote: »CameraBeardThePirate wrote: »Artisian0001 wrote: »CameraBeardThePirate wrote: »Artisian0001 wrote: »People shouting their complaints into the void about solo play like this is a single player RPG and as if vengeance wasn't made with much smaller target caps to prioritize them, and now it's dead. Almost like I've said a thousand times, people who complain don't even know what they want or what they are complaining about.
Smaller target caps don't benefit solo players, they benefit large groups. That's just common sense.
How is that common sense when the large groups can't heal all their group members effectively? Vengeance is made to incentivize people to stop grouping in such large amounts and branch out. That's common sensePlayers just refuse to strop grouping.
They don't need to heal all their group members effectively if the players trying to damage them can't choose who they're damaging.
Heals in Vengeance are, for the most part, targeted heals or smart heals. That means you're either manually selecting low health players or the game is selecting low health players for you.
AoE Damage skills in Vengeance are simply choosing 3 players at random. There is no way to focus the low health pockets of players with AoE skills, which heavily incentivises stacking in a zerg.
The attacking solo player will spam their AoE skills and damage people at random, while the Zerg will spam AoE heals and heal only the people that need it the most.
Let's say you're in a small man trying to bomb a Zerg. Your 4 man group perfectly lines up your ultimates and skills right on top of a zerg, except you don't kill anyone because the game decided that each person in your group should damage different players in the zerg at random. The zerg spams AoE heals like the Necro corpse heal, and suddenly all the people that took damage are back up to full because only the people that needed healing were healed.
To actually incentivise solo/small man, heals should be capped and damage skills should be uncapped OR AoE damage skills should prioritize low health targets the same way that AoE heals do.
You are just lying to try to win a point. The AoE targeting on damage isn't random. I know you mainly play BGs but you can at least be truthful in what you're saying. This is why everything on the forums gets ignored when people complain, they just lie about how the game functions.
Who's lying here? That's exactly how it works. This is one of the main gripes with vengeance and why it is so zerg friendly. You can coordinate aoe ult dumps with a group but you hardly kill anyone because of this very reason. Everyone else hits different targets, even your skills hit different targets, then they just heal up. It's completely useless against zergs. How can you burst down targets if most targets are immune to a lot of your damage because of caps?
If you think AoE targeting is random you just don't care to know how the game works. Calling it random is just uninformed and unskilled. Learn the game.
Which 3 people are going to get hit?
Artisian0001 wrote: »RaidingTraiding wrote: »Artisian0001 wrote: »CameraBeardThePirate wrote: »Artisian0001 wrote: »CameraBeardThePirate wrote: »Artisian0001 wrote: »People shouting their complaints into the void about solo play like this is a single player RPG and as if vengeance wasn't made with much smaller target caps to prioritize them, and now it's dead. Almost like I've said a thousand times, people who complain don't even know what they want or what they are complaining about.
Smaller target caps don't benefit solo players, they benefit large groups. That's just common sense.
How is that common sense when the large groups can't heal all their group members effectively? Vengeance is made to incentivize people to stop grouping in such large amounts and branch out. That's common sensePlayers just refuse to strop grouping.
They don't need to heal all their group members effectively if the players trying to damage them can't choose who they're damaging.
Heals in Vengeance are, for the most part, targeted heals or smart heals. That means you're either manually selecting low health players or the game is selecting low health players for you.
AoE Damage skills in Vengeance are simply choosing 3 players at random. There is no way to focus the low health pockets of players with AoE skills, which heavily incentivises stacking in a zerg.
The attacking solo player will spam their AoE skills and damage people at random, while the Zerg will spam AoE heals and heal only the people that need it the most.
Let's say you're in a small man trying to bomb a Zerg. Your 4 man group perfectly lines up your ultimates and skills right on top of a zerg, except you don't kill anyone because the game decided that each person in your group should damage different players in the zerg at random. The zerg spams AoE heals like the Necro corpse heal, and suddenly all the people that took damage are back up to full because only the people that needed healing were healed.
To actually incentivise solo/small man, heals should be capped and damage skills should be uncapped OR AoE damage skills should prioritize low health targets the same way that AoE heals do.
You are just lying to try to win a point. The AoE targeting on damage isn't random. I know you mainly play BGs but you can at least be truthful in what you're saying. This is why everything on the forums gets ignored when people complain, they just lie about how the game functions.
Who's lying here? That's exactly how it works. This is one of the main gripes with vengeance and why it is so zerg friendly. You can coordinate aoe ult dumps with a group but you hardly kill anyone because of this very reason. Everyone else hits different targets, even your skills hit different targets, then they just heal up. It's completely useless against zergs. How can you burst down targets if most targets are immune to a lot of your damage because of caps?
If you think AoE targeting is random you just don't care to know how the game works. Calling it random is just uninformed and unskilled. Learn the game.
YandereGirlfriend wrote: »So the takeaway from the OP's post is this.
1) When given the opportunity a lot of people are going to go and do the very thing certain 'pro streamers' have been doing on Gray Host for a long time now. That is run off to the red team so they can gate camp whomever is getting zerged down. After all easy mode makes them feel accomplished, and avoids the risk of ...'losing'.
2) Cyrodiil is in dire need of a revamp to its reward system. Hardcore scrubbery like this is incentivized while choosing the harder more challenging path is punished. Which just leads to ever increasing levels of toxicity, effective obliteration of competition, and a loss of players with a sense of sportsmanship.
SO I must once again point out that a more dynamic AP rewarding system is needed. Imagine how things would be if faction stacking and gate camping the 1 bar team lead to 0 AP for the 'winners' and a lot of AP and other rewards for those playing on hard more.
It'd definitely assist in separating the good players from those who just want to be be trolls, and or leech easy AP.
I have no earthly idea why ZOS has not changed the incentive and buff structure to reward underdog factions in all of like the 11 or whatever years of the game's existence.
On my literal very first day in Cyrodiil aeons ago, my first thought was, "Wait, why is the winning side buffed for bullying the other sides, this seems stupid." From the jump, the win-harder mechanics of Cyrodiil have never made any sense.
This is like blindingly obvious to anyone who spends time there. Underpopulated factions need buffs not nerfs. Or at the very least they need massive rewards to induce them to affirmatively choose Hard Mode PvP over mindless bandwagoning.