Ethromelb14_ESO wrote: »
If you're going to have my character being insulted 90% of my game play, allow my character to have its own rebuttals that actually get a response from the npc, inciting them to either violence, fear, or laughter because they see I'm no coward. Something! Something beyond this 500th mission of go there, fetch this and kill them.
Ethromelb14_ESO wrote: »Mission system?
I want the option to say NO to a mission and NPC and still have the interaction connect somehow in my play-through, be rewarded and immersed for the negative reply that I give.
Let's say I'm tired of retrieving ingredients like an errand-boy on 80% of the missions, I do all the time, and/or killing anyone - so I say no. Maybe have friends of that NPC come after me in the open-world, because they think I'm to blame for their -whatever- failing. Maybe they're jealous that I helped someone they know, and by reputation they expect me to do the same for them, but I deny them my help because I don't believe in their cause - now they have misplaced anger.
Maybe saying no to someone gets a bounty placed on my head, and now I have to come back to the NPC and demand they remove the bounty or I kill them. Maybe they can take someone important I know hostage, to force my hand, and now I have a choice. Do I rescue my friend from difficult odds or just do the job and be done with it? Or perhaps I go a different route and kidnap someone they know as well, and then we do an exchange, then go our separate ways.
This is what I consider real Elder Scroll choices and immersion. Set timers so that some missions will only be available at a certain time of day. Go for depth ZoS... And for all that's holy ... If you're going to have my character being insulted 90% of my game play, allow my character to have its own rebuttals that actually get a response from the npc, inciting them to either violence, fear, or laughter because they see I'm no coward. Something! Something beyond this 500th mission of go there, fetch this and kill them.
WillhelmBlack wrote: »I cant remember any quests in this game. I came for the group dungeons, exploration and PvP. Imo that's what Zos should be concentrating on right now. More dungeons and more places to PvP.
Ethromelb14_ESO wrote: »Mission system?
I want the option to say NO to a mission and NPC and still have the interaction connect somehow in my play-through, be rewarded and immersed for the negative reply that I give.
Let's say I'm tired of retrieving ingredients like an errand-boy on 80% of the missions, I do all the time, and/or killing anyone - so I say no. Maybe have friends of that NPC come after me in the open-world, because they think I'm to blame for their -whatever- failing. Maybe they're jealous that I helped someone they know, and by reputation they expect me to do the same for them, but I deny them my help because I don't believe in their cause - now they have misplaced anger.
Maybe saying no to someone gets a bounty placed on my head, and now I have to come back to the NPC and demand they remove the bounty or I kill them. Maybe they can take someone important I know hostage, to force my hand, and now I have a choice. Do I rescue my friend from difficult odds or just do the job and be done with it? Or perhaps I go a different route and kidnap someone they know as well, and then we do an exchange, then go our separate ways.
This is what I consider real Elder Scroll choices and immersion. Set timers so that some missions will only be available at a certain time of day. Go for depth ZoS... And for all that's holy ... If you're going to have my character being insulted 90% of my game play, allow my character to have its own rebuttals that actually get a response from the npc, inciting them to either violence, fear, or laughter because they see I'm no coward. Something! Something beyond this 500th mission of go there, fetch this and kill them.
WillhelmBlack wrote: »I cant remember any quests in this game. I came for the group dungeons, exploration and PvP. Imo that's what Zos should be concentrating on right now. More dungeons and more places to PvP.
Must it always be repeated that PvP players are the minority in this game... so just because you are a PvP-centric player doesn't mean everyone else is. The game is focused were ZOS knows the majority of ESO players are playing, they're not going to devote time, effort and money to resources for a minority of players that will always complain no matter what- which is the PvP crowd. Whereas the majority of PvE-centric players may complain from time to time, overall they're pretty happy with the game and the direction of its focus.
As far as VR removal, ZOS has said a long time ago that it would take time because it is a major undertaking. However, it is expected to be done when DB is released, at least that was the last update we've had on VR removal progress.
khele23eb17_ESO wrote: »Try SWTOR, there are plenty of darkside storyline options there.
Agreed.AbraXuSeXile wrote: »MMOs devolved since WOW
Uriel_Nocturne wrote: »Agreed.AbraXuSeXile wrote: »MMOs devolved since WOW
And while my opinion might not be well received, I'm going to post it anyway.
MMO's started out very unique and diverse. Ultima Online, Asheron's Call, even WoW started out pretty unique. But it's when they added PvP that the "cookie cutter" came about.
Then we had posts whining about "balance" simply because someone had more/better gear than another person had. Skill got relegated to simply "your gear makes you good, but you personally suck" arguments were/are springing up all over the place... and the nerf train rolled out of the station to pacify this minority of any games player base.
Because of all of those, MMO's started all looking and behaving the same. A new MMO will launch, and PvE players will flock to it for a new story and new Quests. PvP players go to it because it's the "shiny new thing" on the block. But then the PvP crowd starts with the whine. Nerfs and unnecessary changes are made to try to pacify PvP players that simply cannot ever be pleased. Anytime they die it's because of "imbalance", because perish the very idea that someone might be better than they are at the game...
Then the argument started appearing (authored almost exclusively by PvP players) that it is PvP and PvP alone that allows games to last for years... arguments made by those very same people who say that, then leave the game to go to the next shiny new game to ruin that MMO.
As I've said, I've been playing MMO's since they first emerged. Just from what I've seen over 20+ years of playing MMOs, it is PvP that drives most MMO's downhill, ruins the game play and equipment, and ultimately turns the game into a carbon copy of every other game on the market.
IMO; PvP could evaporate from every single MMO overnight (hopefully tonight... :P), and those MMO's would drastically improve because of PvP going away. It's PvP that has ruined most every single MMO that has failed.
If you want PvP; get into MOBA's or FPS's. Those games are tailored specifically to the PvP mindset. But MMO's? There's no place for PvP in an MMO.