This has been one of those items that players have asked for time and time again and ZOS has mentioned that they are working on it so I figured I would throw my two cents into the ring. Below are my thoughts on how Training Dummies could be implemented using the current mechanics of ESO. The developers have mentioned that they are working on design ideas for a Training Dummy Player Item but I feel this is the wrong way to go implement the concept within ESO. At least, it shouldn't ONLY be that.
TL/DR
ZOS should include multiple Training Dummy options across Tamriel using both assets that are in-game and newly added assets in and out of the Crown Store.
Topics
- Functional Training Dummies
- Dead Horse and how to beat it
- Dummy on the go
- You are the Dummy
Functional Training Dummies
There are already Training Dummies that are scattered throughout Tamriel being utilized by NPCs. Making these Training dummies functional should be first priority in adding training dummies to ESO. Unlike other MMOs I do not believe ESO should simply make these dummies attackable. The number of players that would be crowding around these dummies would make them quite useless. Instead, they should function similarly to a crafting station.When a player selects a training dummy, their character model should be removed from public view and the player should see their character attacking the training dummy. The character should be attacking automatically. A selector switch should switch between light and heavy attacks. The player’s Skill Bar should also be available so the player can use their skills on the training dummy. The weapon swap should also be fully functional during this training session.
When the player switches between ranged and close combat their character should dynamically roll back and away from the training dummy for ranged combat and should jump forward, toward the training dummy for close combat.
The two Menus available to the player should be the player's weapons inventory and their skills menu. This will allow the player to swap out weapons and skills as their character attacks the dummy. A dynamic damage log should be kept during the training session that performs in function similarly to the Death Recap, showing the skill used and the damaged that was dealt.Players should receive no XP for attacking the training dummy and the dummy should have a limited, but extremely large, amount of HP. Once the dummy is destroyed, or the player chooses to exit the training, they are given a full screen, scrollable report of their damage.There should also be an achievement and an accompanying burlap paint texture for killing 10,000 dummies. I would love to run around in burlap looking armor. Heheh.
Dead Horse and how to beat it
I have another thread mentioning this very concept HERE. This training dummy would pretty much be a novelty item in the world of Tamriel and would function similarly to standard training dummies except a player wouldn’t go into a crafting-esque menu. While you would see other players as they hit the horse, you wouldn't see their damage numbers.
The player would simply target the horse and attack it. Whatever damage the player unleased upon the equestrian carcass is displayed on their screen in the same manner as the Functional Training Dummies.ZOS could add animations with the horse shifting slightly with the flat hollow sounds of the player’s weapon contact. The horse should have unlimited health and should never be destroyed. However, a player should receive an achievement for using all dead-horse training dummies in all three factions. Maybe give the player the title of Dead Horse Beater.
Dummy on the go
Now comes the Personal Training Dummy item which should be purchasable from the Crown Store. This allows a player to plant a training dummy anywhere to check their damage. It should function exactly as a stationary training dummy but it will be able to be accessed anywhere from the player’s inventory. This item should be similar to a trophy and would be destructible.One difference between the personal training dummy and the stationary dummies would be that other players would see you and your dummy while you are training. Players and Mobs would be able to attack players using their Personal Training Dummies, so it wouldn’t be wise to use the Personal Training Dummy in Cyrodiil or around Mobs… but it should be possible to if the player is outside of combat.
Once the player is finished with the dummy, if there is health remaining, the dummy returns to the player’s inventory for later use. If the player depletes the dummy’s health and it is destroyed, the item is destroyed and the player must purchase another Personal Training Dummy, if they so desire.
4: You are the Dummy
Ok, you’re going to have to just bare with me on this one.
Players should be able to purchase a Dummy Costume from the Crown Store that not only outfits them to look like a training dummy but should also allow certain other players to hit them without damage actually being dealt.
Players wearing the Dummy Costume will be able to be hit by the other members of their group. The attacking players will see the damage they are dealing much in the same manner as the Dead Horse Target Dummy. Only group members are able to attack the player wearing the Dummy Costume. Aside from this, there is no other functionality to the Dummy Costume.
Again, the player wearing the Dummy Costume will not be damaged or phased in any way by their group member attackers. If the player isn’t grouped, no one will be able to attack them without there being resulting damage.
The Dummy Costume should work in and out of Cyrodiil.
Archer Targets
At this point, you may be thinking I missed the Archery Targets but I have a different thought for those specific items. I will post these thoughts at some point in the near future.
Wrapup
So what do you think? Would you like to have these options? Are there other options you would like for Training Dummies? Is the Dummy Costume too much? I think giving players a multitude of ways to check their damage will fulfill many players desires and will ensure one system doesn’t get over-run by players.
Thoughts?