Now, before I begin with my suggestions, keep in mind, this is an open suggestion thread, any and all ideas should be welcomed here, and the eventual goal is to get our ideas into a consensus and push it forward to hopefully be adopted and implemented by the awesome developers:)
This concern of mine originated from the unique nature of Daedric Artifacts and the almost unanimous trait they all have: There are individually unique, meaning there is only one of each. Well, how do we possibly begin to implement this into an MMO environment? To quote another post on the Elder Scrolls wiki: We definitely don't want to see, "a dozen Maces of Molag Bal floating around". Well to me, this idea of there only being ONE of each Artifact in the world brings up a interesting and potentially fun end-game mechanic for those hardcore players out there.
The first step is to ensure that, if Daedric artifacts are given to players (and not just reserved to Bosses/NPCs) that only one player can have them at a time. Most Daedric Artifacts are rewarded directly to an adventurer, by Daedra, based on their merits and service to a Daedric Prince. So how do players obtain this Artifact? Well that's easy! In the lore already, for many Artifacts, Daedric Princes already have many tasks, trials and challenges for adventurers to receive said Artifact - not to mention, more can be created for the purpose of expanded content and lore. Many tasks already hinted by lore both fall in the realms of hardcore PvE and hardcore PvP - for examples regarding PvE content I will refer to Malacath's Volendrung, and for examples regarding PvP I will refer to Boethiah's Trial of Ten Bloods, which rewards her renowned Goldbrand. In obtaining Malacath's Volendrung, he essentially requires an adventure to complete some task for him to prove their worth, pretty basic, and it should be, in ESO, a very very difficult challenge, such as beating some impossible world-boss (perhaps solo a tough boss?), something that would set that individual apart from other players, and then, as such, the player is rewarded the Artifact: Volendrung, with it's own amazing and kick-ass statistics and abilities. In obtaining Boethiah's Goldbrand, players must fight and compete in the Trial of Ten Bloods. The top players upon the PvP leaderboards (obtained from perhaps Alliance PvP or something) are selected, one from each race. They are then required to compete in 1v1 arena combat, until one of them is crowned the champion and then they receive the Artifact: Goldbrand.
The second step is where the true issue arises, and the hardest area of designing mechanics comes into play. How do new players obtain the Daedric Artifact from the old player? And how does the old player compete to keep it? Well in the case of the Trial of Ten Bloods, this is rather simple: the current owner of Goldbrand is automatically required to compete in the Trials again, fighting the most recent champion. If he wins he keeps it, if he loses it the new champion receives the Artifact and if he refuses or is not present to attend, Goldbrand is forfeited to the new champion. But how do we handle items obtained via PvE content? Having it decided based on a leaderboard of "how well did someone kick this bosses ass?" seems a bit diluted to me and not very fun. The short answer to this is: I don't know how to solve this, not yet. So I ask you guys, and hopefully, working together we can find a answer. Perhaps you simply lose it on death to another player, this would add the risk of actually owning a Artifact (which, inherently would probably be Overpowered in the first place anyways), maybe another solution is, if there is no way for a player to prove his/her worth or they have not be actively utilizing the Artifact they eventually lose it after a given time, and the NEXT player to obtain it via the methods described wields it for the next period of time. Yet again, I urge you, the readers and enthusiast, to help me with finding an elegant solution, that at the very least SEEMS fun, regardless of how it is in practice.
The third step, and in my honest opinion, the least worrisome of any issues, is the balancing of these Artifacts. It is my firm belief that they SHOULD be ridiculously overpowered. If a hardcore player is willing to dedicate much of their time and efforts to obtaining a specific Artifact, they should be quickly rewarded with the ability to wreck major face. The only case where this should be barred is perhaps the "arena" style combat both in obtaining the Artifact itself and also, for example, the 4v4v4 arenas for PvP, also perhaps considering whatever the end content is for competitive PvE content (if there is any). But other than those few exceptions, if we honestly look at the facts, one overpowered player is not going to drastically change the nature of the huge war raging in Cyrodil, nor is it going to matter if one player just destroys world-bosses.These just don't matter that much in the big picture, and with the exclusivity of Daedric Artifacts and their nature of being EXTREMELY RARE, you won't actually be seeing them much at all. And when you do, I think it should be a proper reaction to basically say, "Holy *** ***, that guy is a boss, I'm going GTFO here,". All in all, I realize balancing is an important issue, because, for example a skilled emperor can destroy entire waves of enemies, but I just think that it should be so and also it's significant to note: these Artifacts should be rarer and more infrequent than even emperors.
This thread is consistently ongoing, and I will be adding more edits, additions, topics, questions and etc. as they arise. The more you comment, suggest, and critique the better this feature could be, and the greater chance that this might actually be considered by the developers:) Let's do the hardest part for them and iron out the kinks in this idea!
Edited by Logik on July 25, 2014 11:47PM