Uneed2Stop wrote: »Hell yea man. I think of it as this: I have no reason to really go back to most zones. But if there was THIS i would definitely want to go to some of those old zones that i leveled out of and pvp it up and enjoy the scenery more because im not zig zaggin around questin
Uneed2Stop wrote: »Hell yea man. I think of it as this: I have no reason to really go back to most zones. But if there was THIS i would definitely want to go to some of those old zones that i leveled out of and pvp it up and enjoy the scenery more because im not zig zaggin around questin
Hmm... I like the idea of getting exploration achievements while being a creature. Maybe even allow players the ability to look at lorebooks and get skill shards. Players could adventure without being bothered by the zone monsters.
RAGUNAnoOne wrote: »Uneed2Stop wrote: »Hell yea man. I think of it as this: I have no reason to really go back to most zones. But if there was THIS i would definitely want to go to some of those old zones that i leveled out of and pvp it up and enjoy the scenery more because im not zig zaggin around questin
Hmm... I like the idea of getting exploration achievements while being a creature. Maybe even allow players the ability to look at lorebooks and get skill shards. Players could adventure without being bothered by the zone monsters.
But there must be some limit of course otherwise node ninjas will be rampant especially in places like craglorn since they can get them with no issues. Make sure it is skyshards and lorebooks only but NO crafting nodes or chests ect.
Here is one that would make ESO a bit more dynamic:
TL/DR
The core concept is that ZOS should allow players to play creatures to fight against players. This would be more of an “arcade” type implementation than an MMO leveling implementation.
Topics:
- How players become a creature
- The mechanics of playing a creature
- The limitation of playing as a creature
- The benefits of playing a creature
- Crown Store integration
How players become a creature
In each Zone, there could be an Alchemist that sells potions that allow players to become beasts. The alchemist selection should reflect the beasts of the zone, so if a player wants to be a specific creature, they must find the alchemist that sells the potion.
This could even extend to a dremora in coldharbor who sells scrolls that can turn you into daedric creatures.
Players should also be able to take their potions and scrolls to different zones so a player could appear as any creature from any zone.
The mechanics of playing a creature
The long and short of it? Player-creatures should be able to attack other players. To do so, players could be allowed the following abilities:When a player transforms into a player-creature, their level should match the basic creature level of a zone. As the player-creature kills adventurers, they gain XP and can level and grow stronger. With each level the player-creature grows and becomes stronger. After enough levels (could be 5 or so) a player becomes a boss that requires multiple players to take them down.
- Use of a 1-bar set skill set of the creature, including an ultimate. These skills are not changeable and are dependent on the creature the player turns into.
- Ability to pull other creatures, much in the same way players do so now. However, these mobs will simply follow the player-creature and attack adventurers they come across. The limitations of creature-pulling should remain the same. This means if a player pulls a creature too far from their original station, the creature will return to their post. This would prevent players from pulling all the monsters in a zone to attack players.
- Able to use all consumables in their inventory that they can use when they are not player-creatures.
No matter their level, a player-creature should glow purple (or some other new color) to other players, letting players know which creatures are other players and which are just mobs. When looking at the player-creature, players should also see the player's name. Additionally there could be a toggle-able indicator that hovers over the player-creature, similar to alliance indicators.
Once a player-creature dies, that specific creature is gone and the player reconstitutes at the nearest wayshrine.
To become a creature again, the player must use another potion or scroll. When they do so, they will start back at the basic creature level of a zone.
The limitation of playing as a creature
To prevent this from being an over-powered game mechanic, there should be limitations, such as the level limitation mentioned above.
- Player-creatures should NOT be able to:
- Harm other creatures
- Harm other player-creatures
- Group
- Trade or interact with other players
- Interact with NPCs
- Ride Mounts
- Player-creatures should be immune to soul-magic (no soulgem use).
- Player-creatures should be automatically attacked by guards if they enter/transform in a town.
- note:
- IF guards ever become kill-able, player creatures should be able to kill guards
- IF friendly fire is ever added, all applicable rules should be suspended
The benefits of playing a creature
Aside from the general enjoyment of killing adventurers, why would a player want to become a player-creature? When a player becomes a player-creature the following benefits should be available:
- XP earned is applied toward their level and allows advancement and/or CP gain. Players should receive the XP after they are resurrected at the nearest wayshrine.
- Gold. Players should earn gold from killing adventurers. This should NOT remove any gold from the player’s possession.
- Non-equipped and un-bound weapons and armor (ONLY... no mats, no motifs) 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.
Crown Store integration
As with any mechanic, there needs to be a way for ZOS to make money. There are a few options of how this could be accomplished.
- A one-time pack that gives players access to the potion merchants. This could be an invitation of some sort that players show to the merchant. Otherwise the alchemist simply says he has nothing for you.
- Creature-Soulgems that will allow player-creatures to resurrect themselves.
- Crown Store specific creature potions and scrolls.
In the End
This would add a really interesting gameplay mechanic to ESO and players could take it upon themselves to create more dynamic zones within ESO. There’s no AI like actual intelligence.
So, what do you think? Would you like to play a creature? Are there additional mechanics you think would work for this concept? Should there be more benefits?
dwemer_paleologist wrote: »i would love to be able to play as a monster in eso, i like the idea.