In PVE, arenas are not big enough for this to work. Using the City of Ash boss fight for example, many aoes cover most, if not the whole safe zone. This is pretty much a 'no-go' for the bulk of PVE content as many encounters do not have enough room to fit enemy aoes, friendly aoes, and safe spots in managable distances to still actually complete the encounters.
With IC there is a lot more PVE and PVP cross-over, and just imagine the war of grinding spots. Just imagine being able to kill that player who set up siege in the spot you want. There is not work around for fiendly fire. The game is not set up for it.
What you are talking about would require the game to be fundimentally redesigned. It's not creative to want one game to morph into another.
Sure... but that is what I'm asking. What would be a good deterrent to dissuade a player from doing this?
It is not the game that would need to be redesigned but player habits.
Not having friendly fire is the best deterrent. If there needs to be such a complicated and creative dissuasion. Perhaps the solution is it shouldn't be implemented in the first place.
I hate the answer of not having features in a game because some dingleberries would abuse it. To me, not having it in the game is the ultimate grief. We can't have it because griefers = griefing win.
So what would this actually do to improve the game? It needs to have heavily regulation to stop it from being abused. It certainly comes off as being more trouble than it's worth.
In PVE, arenas are not big enough for this to work. Using the City of Ash boss fight for example, many aoes cover most, if not the whole safe zone. This is pretty much a 'no-go' for the bulk of PVE content as many encounters do not have enough room to fit enemy aoes, friendly aoes, and safe spots in managable distances to still actually complete the encounters.
With IC there is a lot more PVE and PVP cross-over, and just imagine the war of grinding spots. Just imagine being able to kill that player who set up siege in the spot you want. There is not work around for fiendly fire. The game is not set up for it.
What you are talking about would require the game to be fundimentally redesigned. It's not creative to want one game to morph into another.
Sure... but that is what I'm asking. What would be a good deterrent to dissuade a player from doing this?
It is not the game that would need to be redesigned but player habits.
Not having friendly fire is the best deterrent. If there needs to be such a complicated and creative dissuasion. Perhaps the solution is it shouldn't be implemented in the first place.
I hate the answer of not having features in a game because some dingleberries would abuse it. To me, not having it in the game is the ultimate grief. We can't have it because griefers = griefing win.
So what would this actually do to improve the game? It needs to have heavily regulation to stop it from being abused. It certainly comes off as being more trouble than it's worth.
Zergs are the only reason we've ever really been given for the lag. Friendly fire with dissuade and reduce zergs, spread out combat, increase PvP gameplay variety, and in theory reduce lag.
Personofsecrets wrote: »No.
I get my answer from DK Chains. Over and over I get pulled to enemies because a teammate unwittingly used a crowed control on that mob. It makes an already broken ability that much more frustrating.
Moral of the story. ESO combat just doesn't have the precision it would take to make friendly fire mechanics fun. AOE would be a nightmare, targeting already is a nightmare, we would have to use the broken tab targeting system, and it would be frustrating because of all of those reasons.