Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
Sturmwaffel wrote: »I stopped reading at
"Looking at Cryptic/Perfect World games..."
As soon as this game bears any resemblance whatsoever to a Chinese based F2P MMO where they purposely cause imbalance and all profits go to developing their star child game-- I'm out.
Never, ever, speak of a company so horrible in the presence of a subscription based game.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
Sturmwaffel wrote: »Even so, Neverwinter did have a unique "Foundry quest builder" mechanic. However that only turned into one guy building a fast 15-minute quest (minimum time for daily quest) and everybody speed running it.
Construction set? Hell yeah I would be behind it, but if it has any connection to reward or advancement-- it will break the game, I guarantee it.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
...Letting players know before they leave Tamriel that what they experience may be beyond the scope of the world? Easily done...
malikwalker_ESO wrote: »Yes, player characters won't be bringing things back from player made mods and the environments they experience elsewhere wouldn't need to follow the same rules as in the main game, but what would happen to the characters themselves? What kind of system would have to be in place to facilitate moving character data to and from player made mods? And what would safeguard said character data from things like corruption, total loss, unforeseen stat changes, etc.?
Like i said first off, great idea. Maybe, if ZOS can seriously shore up the stability of TESO, they can try implementing something like your suggestions down the road. But currently, i'd really want them to be able to successfully implement a relatively simple inhouse content patch consistently first.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
ruze84b14_ESO wrote: »I believe you are making it more complex, probably unintentionally, than it really is.
The mod incorporates itself using the gameworld. Your character doesn't really LEAVE the server at all (as local environments and whatnot are all client hosted anyhow, not server-based). Your client just tells it to load known textures in selected x,y,z locations, and viola ... your still on the server, but in a private area.
ruze84b14_ESO wrote: »Many Elder Scrolls fans have experienced how strong the modding community is for the franchise. Between massive quest lines and new guilds, to expansive world additions and amazing houses? Voice acted companions, modified armor, on, and on, and on.
Nude mods not withstanding.
But in the end, it's this wonderful community of dedicated talent that can turn a typical Elder Scrolls game into so much, much more. And it's missing from ESO.
What is a Construction Set
Well, that's what it used to be called. In Skyrim it became a Creation Kit for some reason. Either way, it allows players to alter the game world, by either adding new content, changing existing values, or removing things they disliked, all in a rather simple but powerful interface that was very similar to what the developers claimed to use.
Would it work for an MMO?
The short answer is yes. Looking at a similar system in Cryptic/Perfect Worlds games, including Star Trek Online and Neverwinter Nights, player-made content can function just fine.
Older games, such as Star Wars Galaxies, also included in-game tools allowing players to build quests and events (though to be honest, SWG's event tools were horrendously bad).
Is it right for a player to change the game world?
This is the downfall, but easily worked around. If you don't allow the player to change developer-designed content, you have to give them some place new to play. Luckily for us, The Elder Scrolls is full of alternate planes and dimensions, primarily in the form of the Aether and Oblivion.
Building in Oblivion? Isn't that like Coldharbour? Isn't it all lava like in Oblivion?
Not every plane of Oblivion is a blue-tinted foggy waste, or lava-ladden. Some are beautiful forests full of dangerous creatures, or insane cities of air and clouds. From the most mundane varieties to the most far-fetched, Oblivion is shaped by the minds of their creators, and follows few of the laws of Mundus.
What couldn't be changed?
One of the biggest issues developers and balance workers face is deciding what can and cannot be added. New armor with awesome bonuses? New skill lines with instant death? Out of character actors talking about their favorite television series?
A line has to be drawn for the sake of this multiplayer experience. Letting players know before they leave Tamriel that what they experience may be beyond the scope of the world? Easily done. But I don't believe players should have a say in creating new gear or skill lines, or anything that can be brought out into the world.
The social content connection.
Players can build their own houses, their own private hangouts, their own guild halls. These types of 'non-quest' locations could easily be handled by the game and the designers, allowing the player much more freedom of expression.
Where's the carrot?
For those quest missions, there would probably be two stages: Premier quests (those vetted by the developers and players and made semi-official, with decent quest rewards, experience gain, chests and objects to loot and possibly even skill points if it's good enough), and non-cannon quests (those that don't pass the vetting process and are considered 'for fun', with a small randomly generated item at the end and gold).
The vetting process, which could be handled on PTS or by the community, is important. As Neverwinter Online exhibited, many players are intent on creating methods to cheat the system, either through easy grinds or mass loot options, etc. Because of this, the vast majority of player-generated quests would have to be 'just for fun'.
What about voice acting?
Non-essential, if you ask me. Though if ESO found some really great quests, voice acting could be added. Or they could offer this up to the community, of which many have contributed great voice acting to some Oblivion and Skyrim mods.
Too long, didn't read
If you want infinite content, give it to the players. We're bored, we're creative, and we're as invested (if not more so) into Elder Scrolls as the developers themselves.
Sturmwaffel wrote: »I stopped reading at
"Looking at Cryptic/Perfect World games..."
As soon as this game bears any resemblance whatsoever to a Chinese based F2P MMO where they purposely cause imbalance and all profits go to developing their star child game-- I'm out.
Never, ever, speak of a company so horrible in the presence of a subscription based game.
kassandratheclericb14_ESO wrote: »I'm curious OP...before I ask more....have you made mods for TESO games or just used them?
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
WrathOfRegicide wrote: »ruze84b14_ESO wrote: »Many Elder Scrolls fans have experienced how strong the modding community is for the franchise. Between massive quest lines and new guilds, to expansive world additions and amazing houses? Voice acted companions, modified armor, on, and on, and on.
Nude mods not withstanding.
But in the end, it's this wonderful community of dedicated talent that can turn a typical Elder Scrolls game into so much, much more. And it's missing from ESO.
What is a Construction Set
Well, that's what it used to be called. In Skyrim it became a Creation Kit for some reason. Either way, it allows players to alter the game world, by either adding new content, changing existing values, or removing things they disliked, all in a rather simple but powerful interface that was very similar to what the developers claimed to use.
Would it work for an MMO?
The short answer is yes. Looking at a similar system in Cryptic/Perfect Worlds games, including Star Trek Online and Neverwinter Nights, player-made content can function just fine.
Older games, such as Star Wars Galaxies, also included in-game tools allowing players to build quests and events (though to be honest, SWG's event tools were horrendously bad).
Is it right for a player to change the game world?
This is the downfall, but easily worked around. If you don't allow the player to change developer-designed content, you have to give them some place new to play. Luckily for us, The Elder Scrolls is full of alternate planes and dimensions, primarily in the form of the Aether and Oblivion.
Building in Oblivion? Isn't that like Coldharbour? Isn't it all lava like in Oblivion?
Not every plane of Oblivion is a blue-tinted foggy waste, or lava-ladden. Some are beautiful forests full of dangerous creatures, or insane cities of air and clouds. From the most mundane varieties to the most far-fetched, Oblivion is shaped by the minds of their creators, and follows few of the laws of Mundus.
What couldn't be changed?
One of the biggest issues developers and balance workers face is deciding what can and cannot be added. New armor with awesome bonuses? New skill lines with instant death? Out of character actors talking about their favorite television series?
A line has to be drawn for the sake of this multiplayer experience. Letting players know before they leave Tamriel that what they experience may be beyond the scope of the world? Easily done. But I don't believe players should have a say in creating new gear or skill lines, or anything that can be brought out into the world.
The social content connection.
Players can build their own houses, their own private hangouts, their own guild halls. These types of 'non-quest' locations could easily be handled by the game and the designers, allowing the player much more freedom of expression.
Where's the carrot?
For those quest missions, there would probably be two stages: Premier quests (those vetted by the developers and players and made semi-official, with decent quest rewards, experience gain, chests and objects to loot and possibly even skill points if it's good enough), and non-cannon quests (those that don't pass the vetting process and are considered 'for fun', with a small randomly generated item at the end and gold).
The vetting process, which could be handled on PTS or by the community, is important. As Neverwinter Online exhibited, many players are intent on creating methods to cheat the system, either through easy grinds or mass loot options, etc. Because of this, the vast majority of player-generated quests would have to be 'just for fun'.
What about voice acting?
Non-essential, if you ask me. Though if ESO found some really great quests, voice acting could be added. Or they could offer this up to the community, of which many have contributed great voice acting to some Oblivion and Skyrim mods.
Too long, didn't read
If you want infinite content, give it to the players. We're bored, we're creative, and we're as invested (if not more so) into Elder Scrolls as the developers themselves.
I got to agree that would be pretty bada** but, I don't know how it could work in a MMO setting. I mean they would have to regulate everything everyone submits, and I doubt zeni would want to put that much effort into looking at every persons construction set submission.
Arsenic_Touch wrote: »As long as players could only design things, and not alter mechanics, it could work. They could run contests as well. They can have set criteria for resolution on aesthetics so we can design our own armor but not bog down other players. Set limits in creation sets so it doesn't interfere with in game mechanics. They could seriously foster a wonderful community out of such a system.
Hell, they can provide the bare essentials of a zone and let players finish it and then they take the player's work and mmoify i. I could see a system like that working wonders, but it will never happen in this day and age, especially with this game.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
Sturmwaffel wrote: »Even so, Neverwinter did have a unique "Foundry quest builder" mechanic. However that only turned into one guy building a fast 15-minute quest (minimum time for daily quest) and everybody speed running it.
Sturmwaffel wrote: »Even so, Neverwinter did have a unique "Foundry quest builder" mechanic. However that only turned into one guy building a fast 15-minute quest (minimum time for daily quest) and everybody speed running it.
What a way to rubbish the many, many splendid Foundry authors who spent months creating some wonderful stories for us to play through
And all I want is to retexture horses...
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
nerevarine1138 wrote: »An editor on that scale is opening a huge can of worms. You think complaints about bots were bad before? Wait until average players can just hack the game through the editing tool.
Yes, ZO could try and regulate which stuff got in, but the fact is that opening up the software like that is inviting a ton of malicious programming in to the mix.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
ruze84b14_ESO wrote: »nerevarine1138 wrote: »An editor on that scale is opening a huge can of worms. You think complaints about bots were bad before? Wait until average players can just hack the game through the editing tool.
Yes, ZO could try and regulate which stuff got in, but the fact is that opening up the software like that is inviting a ton of malicious programming in to the mix.
It's possible to scale it down. The construction set and creation kits we got with Morrowind, Oblivion and Skyrim were already scaled down versions of what the developers used, not exactly allowing us full control, but much more than any other toolkit out at the time.
A toolkit which allows you to place objects, but only in new world instances (not in standard world environments), without being able to change world values? Not an impossible task.
The coding required to allow players to pull from files on their hard drives, separate from standard game files, is already in place with addons. What this would require is a door (doesn't need anything more fancy), that allows you to enter one of your client-based addons. You're character, their server, but nothing earned in this 'amateur' mods would be taken back to the world. Maybe a chest when you exit.
Any really good addons, ZOS can pull and incorporate more fully into the game world. For an addon designer, this is sometimes the end goal ... to create something so immersive it becomes part of the game itself. Kinda like what we did with modular housing in Oblivion, only to see it used by devs in Skyrim years later.