mrskinskull wrote: »mrskinskull wrote: »mrskinskull wrote: »mrskinskull wrote: »mrskinskull wrote: »This game has no place for mechanics like that. Overburdened was taking out for the same reason. There doesn't need to be an undertone laced with survival themes.
By "taken out" you mean "not included", right? Dogs ESO ever have an encumbrance mechanic? I have actually suggested one one be added.
http://forums.elderscrollsonline.com/en/discussion/162693/more-bags-and-encumbrance-concepts/p1
Yes, but also I mean taken out compared to other Elder Scrolls or Fallout games. Some players want ESO to basically be a multiplayer clone of Skyrim or Oblivion. The game cannot function as an MMO and do that.
I agree that we can't have a 1:1 copy of a single player experience but I disagree that some of more role play intensive features have no place in ESO. Open your mind and check out that thread I linked. It could work to everyone's benefit.
Niche playstyles hardly benefit everyone.
It wouldn't be a niche play style... it would be a beneficial mechanic to all players and would only add options without taking anything away. But, I see your mind is closed to the idea as you didn't seem to even bother checking out the thread.
Nevertheless I stand by the idea and the philosophy that ESO can be more than a "me too" MMO.
I clicked the thread, and it dates back to April. Your ideas were niche, overly convoluted, and needlessly complicated. But yes by mind is closed off to finding any benefits to a system, even if optional, which adds elements that require micromanagement.
Unique ideas are what is needed to help ESO carve out its own space in the mmo market, maybe one idea doesn't strike you as amazing but crapping on people who are thinking outside of the box only dooms you to play a vanilla me too mmo.
Adding hunger as an optional skill line would make it available but not obligatory.
Survival immersion was so popular it was added into fallout new Vegas, so there is a market for it.
Again the console mmo market is a different beast and the faster companies realise its the skyrim guys keeping the lights on at zos the better off we will all be.
Stealing and crime as a game mechanic, anyone?
That's meticulous and skyrim esque , that included an optional skill line.
So many people never used it and it failed miserably, but geez it was a good attempt right?
ESO gets better when its less like the other standard mmos., IMO.
But hey hunger, overburdened, its all just suggestions we make to help this game find its way.
Pretending that console players want a game which leans heavily on single player features, while posing as an MMO is creating a false narrative to support features you want. Simply because you want something, doesn't mean every other player does too, or that it will even work in the game. Most ESO players want a functional MMO based on ES lore, not Skyrim with friends, sprinkled with Fallout New Vegas.
The box is the plan the ZOS has for ESO. Thinking outside of it, whether creative or just trying to rehash another, different game's features, is still pulling in the opposite direction. Particularly when those features are from single player games. The game is not set up to support survival mechanics, and there is a point when optional features, become wasted time. That is what adding survival mechanics to ESO is, wasted time, as it would require several parts of the game be reworked to support it.
MMO's need a loyal playerbase who is on the same page. Catering to what the largest majority of players want is a far better use of developer time, then creating on optional feature and reworking the game to support it. When a small number of players would actually use it, and will likely complain about the perceived "unfair" advantage players who didn't use it have.
.
I'm not pretending. Im stating facts. The game launched more on the mmo side and has been adding features that bring it in line with a group skyrim experience.
That's not me telling you how or what to play. I'm just pointing out that every time zos moves in that direction more casuals buy the game. The mmo stuff is hard to walk into fresh. And the mmo crowd is way smaller on console . So zos is pivoting to collect a different demographic.
You can go to game trailers . Com and look at the ESO interview from pax 2015 I think, and the PR guy lays it out pretty clearly.
Sorry if my points conflict with you, they're not meant to be inflammatory.
What features? You're making stuff up. Eso is an MMO whether console or PC. That is why ZOS markets it as such. The game it not drastically different from one platform to the other. ZOS is adding combat text and effect trackers in fact, because several players want them. Those are typical MMO features, and far detached from Skyrim.
Causals would not be interested in a hunger/survival system. The game you got the idea from, Fallout New Vegas, literally calls it hardcore mode. Think about it for a moment. Why would a causal player, typically defined as a player with limited time to play, want another system they needed to manage while playing. You seem so confused with you're talking about that you're grasping at points that aren't correlated, and don't even make sense.
You didn't watch the interview did you?
Go and watch zos official development direction laid out.
Casuals. Easy. Shy away from the mmo label or at least hide the crunchy stuff deep in the game.
And the topic is supposed to be kind of a fun thought exercise.
Its not supposed to have a person fuming and writing a 500 word tirade.
Be like zos, bro.
Keep it casual.
Like I said confused. A hunger mechanic is in no way causal.
That's why it would be an optional skill line.
So the uninterested could pass by.
I know many hunters who are casual gamers. This absolutely fits the genre.
More than a table researching your items for you while you defeat molag bol.
It "fits" because it's something you're interested in. Regardless of whether the game is set up to support it in the first place, you going to say it fits, because you want it.
ESO is not a survival based game. It's a loot based one, set in a persistent world. Why should ZOS spend time reworking the game to add in survival incentives? Why should their workload be increased with making sure players who choose to use this proposed skill line are able to complete the game while remaining competitive?
If you think ZOS won't have to balance this mechanic because it's optional, you're fooling yourself. If it's in the game, it will need to be supported and maintained.
Hmmm.
I think zos is trying for a different approach on console than the boring old mmo mold.
The underpinnings are there but, zos has proven its trying to court the casual console crowd with various design choices.
Whose to say something that wouldnt work in wow, can't work here?
The world already has one wow.
I think if ESO tries to be a weak carbon copy it will likely just make people want to play wow. If it is its own unique beast, success will follow.
Keep *** mechanics from survival games out of my MMO, thank you.
Septimus_Magna wrote: »This is why you need to eat buff food/drink every 2 hours, you char gets hungry!
I like this idea. Like if there is a a survival mode campaign like this. Where you can starve to death. It would be interesting.
I would also love to see it in the new fallout game too. I know that's off topic a bit.
mrskinskull wrote: »Do you think adding an option to feel hunger and thirst would add to immersion in ESO?
Such as the survival mode in fallout new Vegas. Optional of course.
Maybe if you opted into hunger, your food would get a buff on usage.
Imagine if a PvP server included hunger and thirst as a condition!
You really could siege a fort and starve your enemies out or camp a favored water well.
Hmm.
Have any other mmo games included such a mechanic?
Mine craft doesn't exactly count.
mrskinskull wrote: »Enemy-of-Coldharbour wrote: »No thanks.
Have you played a vampire yet?
The concept is kind of already there.
mrskinskull wrote: »This is just a side note but it might be fun to cannibalize your PvP opponents. Maybe generate some sort of food item out of them. Hmmm,.
AhPook_Is_Here wrote: »mrskinskull wrote: »Enemy-of-Coldharbour wrote: »No thanks.
Have you played a vampire yet?
The concept is kind of already there.
except who isn't stage 4 for life? who would nerf themselves by feeding? bad idea!
I'm all for sharing ideas, however I shan't be supporting this one! The reason being, that eating/drinking obviously grants passives, and I'm guessing that if we needed to eat regularly, that we would just be cancelling active passives in the process. Leave food and drinks as they are and let us choose the item that we consume based on the buff needed for whatever situation is at hand.
in terms of that mechanic i haven't really see it being done correctly in any MMO or even see it at all since the glory old days of EQ. its a idea that comes from a base D&D game play that just doesn't translate well to online MMO's.