Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
This would be pretty coolSo just to be clear, the skill bar that you're suggesting would be set based on the type of creature, and you wouldn't be able to slot any class/weapon/guild/etc abilities, right?
Oh, and also I think it would be important for other players to be able to tell at a glance that this creature is actually a player rather than a standard mob.
I'm thinking it would also be handy to have some kind of indicator above their heads, like how in Cyrodiil when you see an enemy player you see their alliance's shield above their head.This would be pretty coolSo just to be clear, the skill bar that you're suggesting would be set based on the type of creature, and you wouldn't be able to slot any class/weapon/guild/etc abilities, right?
Oh, and also I think it would be important for other players to be able to tell at a glance that this creature is actually a player rather than a standard mob.
Right @UrQuan! It would be the creature's skills. Not something you could slot. I'll make that clear.
Also, the aura around the player-creature should be white and not yellow or red. I didn't consider that since I turn those damned things off.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
I'm thinking it would also be handy to have some kind of indicator above their heads, like how in Cyrodiil when you see an enemy player you see their alliance's shield above their head.This would be pretty coolSo just to be clear, the skill bar that you're suggesting would be set based on the type of creature, and you wouldn't be able to slot any class/weapon/guild/etc abilities, right?
Oh, and also I think it would be important for other players to be able to tell at a glance that this creature is actually a player rather than a standard mob.
Right @UrQuan! It would be the creature's skills. Not something you could slot. I'll make that clear.
Also, the aura around the player-creature should be white and not yellow or red. I didn't consider that since I turn those damned things off.
Well yeah, any UI elements should always have the option to turn them off IMO.I'm thinking it would also be handy to have some kind of indicator above their heads, like how in Cyrodiil when you see an enemy player you see their alliance's shield above their head.This would be pretty coolSo just to be clear, the skill bar that you're suggesting would be set based on the type of creature, and you wouldn't be able to slot any class/weapon/guild/etc abilities, right?
Oh, and also I think it would be important for other players to be able to tell at a glance that this creature is actually a player rather than a standard mob.
Right @UrQuan! It would be the creature's skills. Not something you could slot. I'll make that clear.
Also, the aura around the player-creature should be white and not yellow or red. I didn't consider that since I turn those damned things off.
An alliance indicator? That might work as well. As long as players like myself can turn it off.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
[*] Non-equipped weapons and armor should have a slight chance of being dropped from the player when they are killed. This is one of the rewards of being a player-creature. This SHOULD remove the item from the player’s inventory.
[/list]
Like, imagine if you could turn into a Werewolf and fight other Werewolves in PVP. Oh. My. God. Please make that happen
yea @Glaiceana, I agree that the item drop concept might be... an issue. But there should be some incentive to play the mechanic beyond XP and gold.... something else should drop. Random equipment like a mob?
Or do you think just the mechanic is incentive enough?
yea @Glaiceana, I agree that the item drop concept might be... an issue. But there should be some incentive to play the mechanic beyond XP and gold.... something else should drop. Random equipment like a mob?
Or do you think just the mechanic is incentive enough?
Perhaps a random drop that is not part of the player's inventory would be better. As well as some gold, but again, not from the player's inventory. This is the only way I can see that would stop people complaining about it.
OR have it be a random chance to get a drop from the player's inventory, but it doesn't actually take that item away from the player killed.yea @Glaiceana, I agree that the item drop concept might be... an issue. But there should be some incentive to play the mechanic beyond XP and gold.... something else should drop. Random equipment like a mob?
Or do you think just the mechanic is incentive enough?
Perhaps a random drop that is not part of the player's inventory would be better. As well as some gold, but again, not from the player's inventory. This is the only way I can see that would stop people complaining about it.
You know, I considered that but thought the idea of a player dropping something they don't own would be kind of weird.
Of course, it's not like you would KNOW what the player had in their inventory... hmm... I think you may be right. treat the drops just like mob drops.
I'm the kind of player that would like it if we had to get back to our corpses to retrieve our items... so I kind of like these kinds of mechanics.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
oh yea. You could go to Glenumbra, pull werewolves there... and battle against werewolf players.
hehehe.
White aura is for "civilians", as in "don't attack, or it'll be murder". How about a purple aura instead?Also, the aura around the player-creature should be white and not yellow or red. I didn't consider that since I turn those damned things off.
Yeah, the chance of loosing something from your inventory will have many people up in arms about this.yea @Glaiceana, I agree that the item drop concept might be... an issue. But there should be some incentive to play the mechanic beyond XP and gold.... something else should drop. Random equipment like a mob?
Or do you think just the mechanic is incentive enough?
Perhaps a random drop that is not part of the player's inventory would be better. As well as some gold, but again, not from the player's inventory. This is the only way I can see that would stop people complaining about it.
TheShadowScout wrote: »White aura is for "civilians", as in "don't attack, or it'll be murder". How about a purple aura instead?Also, the aura around the player-creature should be white and not yellow or red. I didn't consider that since I turn those damned things off.Yeah, the chance of loosing something from your inventory will have many people up in arms about this.yea @Glaiceana, I agree that the item drop concept might be... an issue. But there should be some incentive to play the mechanic beyond XP and gold.... something else should drop. Random equipment like a mob?
Or do you think just the mechanic is incentive enough?
Perhaps a random drop that is not part of the player's inventory would be better. As well as some gold, but again, not from the player's inventory. This is the only way I can see that would stop people complaining about it.
Might be better if its restricted to unbound stuff - that way, your PvP armor is safe, since you bound it to you by wearing it in PvP, but the amulet that you picked up a while earlier isn't, since its still unbound, and your potion stack or other consumables are always on the menue (though you wouldn't loose the whole stack, just one potion from it), since those are never ever bound...
Other then those details, it sounds like an interesting idea...
@Alucardo I think you should see the newest update on this post...
http://forums.elderscrollsonline.com/en/discussion/comment/2333451/#Comment_2333451
OR have it be a random chance to get a drop from the player's inventory, but it doesn't actually take that item away from the player killed.yea @Glaiceana, I agree that the item drop concept might be... an issue. But there should be some incentive to play the mechanic beyond XP and gold.... something else should drop. Random equipment like a mob?
Or do you think just the mechanic is incentive enough?
Perhaps a random drop that is not part of the player's inventory would be better. As well as some gold, but again, not from the player's inventory. This is the only way I can see that would stop people complaining about it.
You know, I considered that but thought the idea of a player dropping something they don't own would be kind of weird.
Of course, it's not like you would KNOW what the player had in their inventory... hmm... I think you may be right. treat the drops just like mob drops.
I'm the kind of player that would like it if we had to get back to our corpses to retrieve our items... so I kind of like these kinds of mechanics.
Wait, that would totally get abused by people slaughtering each other over and over to duplicate rare items wouldn't it? OK, forget that idea...