transformation spells or class

found1779
found1779
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The only thing we have the option to turn into atm is a werewolf So I've done some quest in eso were things can transform into animals and such and just was wondering why this isn't a thing we can do are selves it would be awesome if there was stuff that would could transform into or add a druid class so we could
Edited by found1779 on January 1, 2016 9:31PM
  • strikeback1247
    strikeback1247
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    I find your lack of punctuation disturbing.
    P.A.W.S. - Positively Against Wild Sasquatches - NO TO BIGFOOT!
  • Gidorick
    Gidorick
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    I suggested something similar... a way to play as a creature
    Gidorick wrote: »
    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:
    • 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.
    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.

    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. :wink:

      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?



    If you like this concept please go over to that thread and comment to bring it back to the front page!
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • Lenikus
    Lenikus
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    Soooooo you want class morphs ?
    .... or a new keyboard?
    ... Mai cave. >:3
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    found1779 wrote: »
    The only thing we have the option to turn into atm is a werewolf So I've done some quest in eso were things can transform into animals and such and just was wondering why this isn't a thing we can do are selves it would be awesome if there was stuff that would could transform into or add a druid class so we could

    "The only thing we have the option to turn into atm is a werewolf"

    What about a Vampire?
    Or Mist by way of the Mist ability Vampire's get?
    Or a Swarm of Bats via the way of the Vampire's ultimate?
    Or a Goblin using that gem you get from stonefalls?
    Or a Xivkyn using those polymorphs you get from the Imperial City?
    Or a Skeleton using that polymorph you get from Shadowfen?
    Or the Draugr Which you can get from the Crown Store?

    The game already has plenty of different transformations, we don't need anymore abilities, not until the ones we have get balanced first.


    Edited by TX12001rwb17_ESO on January 2, 2016 12:08AM
  • TheShadowScout
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    found1779 wrote: »
    So I've done some quest in eso were things can transform into animals and such and just was wondering why this isn't a thing we can do...
    Oh, I remember quests like that!
    It required a lot of legwork to find all the stuff for the transformation potion to become a monkey for a short while to run through a rubble-blocked shaft...
    Hmmm...
    ...doesn't really sound like something we might find all that usable as a class. Having to go to great length to get a potion together to transform??? No thanks.

    As for NPCs... there were some who liked to transform, though in most cases I remember, they didn't much have any return option planned out themselves, be it husbands turning into dogs or argonians going crocodile... not a way I would want to spend my characters time I guess.

    "Druids" as in people who turn into animals for combat or recreation are not exactly a part of TES lore. TES lore more like borrows from the "druid" idea before it got taken up by certain games, having them in ESO as Wyress, Treeminder, Spinner... people who use nature magic and have a bond with the land and its plants and animals.
  • MrDerrikk
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    I see it similar to how you can transform into animals in The Fade in Dragon Age:Origins; it's nice to have in a particular place, but not normally. Perhaps an extra skill line where you can morph into the residents of Murkmire when that comes out.
    I have departed into the great unknown that is outside the game and the forums, and wish you well in your Tamriel adventures!

    DC - PC - EU - Australian
    VR11 Mrderrikk: Breton Stam Sorc (Vamp) | VR16 Derrikkinblack: Dunmer Mage DK | VR3 Cuts-Until-It-Dies: Argonian Magicka NB

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