The excell spreadsheets, the scientific calculators, performance and statics graphs, Guides about how to make the best character for, obsessive race to be the king of the min/max and take a character like a database for calculations is something that well killing all the games that were created in the last decade.
The adventure alone or with friends, discover secret areas and read the texts of missions in detail and talk about it, make a big dip in the fantasy world, all those things nourish and accompany the selection of a class which plays a role in the adventure, a role in history and choose one no matter what, if you respect the game and its traditions will surely be the perfect one.
Remember, is just my oppinion and this do not can hurt you, do not be affraid to let remain in the topic.
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: »Developers try to hide the mechanics of the game by not releasing info, and they get burned by the min-max crowd. ZOS tried this early on by limiting the API, and players rioted. It's killing modern gaming, but there is a subset of players that refuse to do without it.
Believe it or not, it's also killing dungeons and dragons on paper. So many players find ways to create broken mechanics that it makes the system inept.
I disagree with class-based gaming, though. I like EvE Online. I loved SWG pre-NGE. I love games which give you options and variety. I'd prefer ESO if it lacked any classes whatsoever, and probably would have skipped it if it went all the way back to Arena's style.
But the downside of all this freedom, is that: a) the min-max crowd and their followers still only play with a few builds; and b) the hand-holding gamers complain it's too complex.
ESO could use a variety of different damage types and tanking types. Cold damage and fire damage, etc. That's one bit of complexity I miss from other MMO's.
But as far as limiting classes to roles, I would point out that it doesn't stop min-maxers or 'flavor of the month' builds at all. Everybody knows what is the best class this month in WoW, and that's all you'll see in most high-level instances.
Worthy problems, Op. But your solution wouldn't address them, in my opinion.
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.
austinwalter87ub17_ESO wrote: »The excell spreadsheets, the scientific calculators, performance and statics graphs, Guides about how to make the best character for, obsessive race to be the king of the min/max and take a character like a database for calculations is something that well killing all the games that were created in the last decade.
The adventure alone or with friends, discover secret areas and read the texts of missions in detail and talk about it, make a big dip in the fantasy world, all those things nourish and accompany the selection of a class which plays a role in the adventure, a role in history and choose one no matter what, if you respect the game and its traditions will surely be the perfect one.
Remember, is just my oppinion and this do not can hurt you, do not be affraid to let remain in the topic.
I actually agree with you. However, I also am very competitive and enjoy utilizing my character to its full potential. So its a double-edged sword for me.
No matter how many more classes they add, min / max users always going to go through the OP.
This is given by the lack of balance, but the problem is that the balance leads to ruin every game in where you try to impose.
For that there is roles within a company, so that each deal and stand on something specific and these qualities can not always deal as equals.
Problems like these carried games to the point of ruin where each class makes practically all equal and no major differences exist.
The sense of belonging is lost, specialization vanishes and games become a world of clones with different looks.
A great ally of this enemy is the PvP.
PvP + look for Balance = Role destroyed.
If in a video game like a MMORPG role is broken, there is only left an MMO.
In an MMO the only factor present is the massive effect, no distinctions present, it becomes tedious, boring and then people start to complain.
There are many examples of video games completely ruined by mixing PvP + Looking for Balance with PvE.
And it is this day I still do not understand because the developers can not think separate progressions and functionalities of each aspect giving them independence of each other.
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: »Step 1) Remove all numeric indicators of how much damage a player is doing or taking, so that it's all guesswork. Take away the min-maxers hard data entirely, especially from the API, and then announce that your overhauling the system completely. Then it's all 'impressions' and 'feels like' instead of raw information.
golfer.dub17_ESO wrote: »I feel like the game lacks variety because the system itself is inherently biased against stamina.
Even with morphs, great...Magicka builds still get like 12 class skills exclusive to themselves.
What can a 2hand user do except spam wrecking blow?
What can a dual wield user do except spam rapid strikes?
Meanwhile magic can summon pets, knock people around, give yourself shields, all sorts of things.
Yes, there is a disparity in power, but the options available to each aren't even comparable.
Darkonflare15 wrote: »It is perfectly fine the way it is now. Classes are nothing but skeletons. These are the passives you have access to, your unique class skills, and utility. Now you use all the skill lines to make your own unique class. World, weapon, guild, racial, and armor skills to help build your own class. Right now we do not need another class because classes are beginning to lose their identities. If they make a new one then it will become another mess just like the classes we have now.
golfer.dub17_ESO wrote: »I feel like the game lacks variety because the system itself is inherently biased against stamina.
Even with morphs, great...Magicka builds still get like 12 class skills exclusive to themselves.
What can a 2hand user do except spam wrecking blow?
What can a dual wield user do except spam rapid strikes?
The players cause it to happen in every MMO, with endless cries from those whining about OP classes and demanding 'their' class gets the same abilities .. most MMO players seem to want just one class, THEIR CLASS and all others deleting: PVP is the biggest cause of this.austinwalter87ub17_ESO wrote: »A skill system originally hailed for its customization options doesn't appear to be truly that grand, when it comes to Elder Scrolls Online. In today's MMORPG environment min/maxxers are king. The significant majority of players have already calculated all the information, discovered the most capable (or efficient) builds in the game. Each build has a role or niche it excels in. Eventually players get bored of a role or niche they've been performing in and will desire to make a new character. For me personally, this is the case. But, as I sit here at the character select screen I am indecisive and even discouraged. None of the classes appeal to me because I already know what builds work later on and which ones are sub-par.
Do you agree? If so, why?
If not, explain why.
I'm thinking about same direction of skills evolution. Some new weapon skill lines would be really cool.RainfeatherUK wrote: »New weapon lines is what I'm hoping for really atm.