@OutcastVP
in other words you want mobs not to reset outside a certain radius? So people can run the entire map at once aggro mobs and do a full zone AOE farming moment? Or an entire dungeon/public dungeon/delve full pull farm? If people think BoTs are issues now, imagine with no mob ressetting..... This is an MMO not a single player offline game, gotta think different.... not to mention, imagine you're a porr lvl 5 toon, with 1-3 skills in your skill line, questing or doing your thing easy,then a runner that doesn't wanna kill the mob, but get to his point ASAP not wasting time on mobs comes across your path with 20 mobs trailing him, but not resetting.... will the immersion hits you like a truck when those 20 mobs sees you and gank you?
So it would be more immersive if a welwa followed you from the furthest point of lower craglorn to the furthest point of upper craglorn? Yea didn't think so.
So it would be more immersive if a welwa followed you from the furthest point of lower craglorn to the furthest point of upper craglorn? Yea didn't think so.
lordrichter wrote: »But even without this the enemy train does not have to be "solved" in such an ugly and artifical manner that just kills any and all immersion. There could be some random element to how long the enemy chase you, and when they give up they don't need to "Reset". They could just tire of chasing you, walk back and maybe be a bit more on their guard and then they could slowly regain their health, that would at least make it a bit more realistic and not look as silly.
There are so many elements in this game that just makes it feel like an artificial theme park, instead of an actual living place and world.
There are a number of monster related "MMO things" that they didn't work very hard to hide. This theme park ain't Disney, it's more like Six Flags.
- Many mobs are static and are basically glued to the ground they inhabit
- Mobs respawn on timers at the predesigned location.
- Because mobs are always in the same place, and often don't move, you can freely pass by them without fear of them
- The leash laws in Tamriel are strange. Sometimes, the realize they are too far from spawn when they attack you.
In CWC, there are mobs all over the place that are doing things. The funny thing is that some are doing transient things, but they never move. There is a guy that looks like he is scanning a tree, and every time I see him, that is what he does, all day, every day. By launch, he will know every molecule of that damn tree. You'd think that some designer would see that and think it to be a little unnatural, with the obvious tweak being to have the mob go between a couple different nearby things and scan them? No. Just that tree needs to be scanned, and that is the way Sotha Sil wants it.
The game does have some apparent "supervisors" that wander between groups of cannot fodder, so not everything is static, but I do think they can do more to make the monsters seem like more than just the standard MMO mob with "XP and Loot Here" signs on their backs.
Thieves Guild and Dark Brotherhood tasks get very easy because of this static and predicatable mob placement. You can always kill or pickpocket the same people because they are always doing the same thing, and surrounded by the same people who never see you. Need to pick pocket someone in Elden Root? Here is the list and where you crouch to do it. The special assignments are like Zelda levels where knowledge of the map and timing can ensure success because nothing in there is ever different (easier or harder). It is a very dry implementation that is as boring in other games as it is here.
As the game matures, I always hope that the designers will move to the next level with how they treat mobs. This never seems to be the case, and probaby never will be.
It definitely sucks for long range combat, but the alternative would be equally annoying enemy trains (much worse than the bot trains), from people constantly running through zones. In terms of immersion, I think that would be far more jarring, and would also ruin the game.
Enemy trains is not an issue in real TES games though so maybe they could redesign the game or have an alternative play mode that is less for just grinding and actual immersion where everything is not done with grinding in mind. The problem is that in dungeons etc enemies are placed quite evenly spaced out in a very artifical manner that just looks strange over the whole dungeons to maximize grinding instead of making the area feel real with organic placement.
The resets are there for good reason. Otherwise people would pull together whole overland areas or dungeons and AOE them down. I don't think this would be a fun or immersive experience for you either.
I am trying my best to enjoy the game and squeze out some kind of immersion from this game or sense that this is an actual TES game and not just a WOW clone, but it feels like I have to fight the game on every corner to achieve this.
My biggest gripe is how the enemy resets when they walk a tiny bit outside their area. They regain all their health and just run back to their initial placement as if nothing happens. It looks so incredible pathetic and ever time it happens I just want to quit the game outright. But just knowing this is there just ruins any immersion I have for the game as it feels so artificial and like actually have to "baby sit" the enemy as to not do it. I play as an archer so I need to make sure when I back up I don't back up to much as to trigger their Reset.
Is there any chance that this will be removed at some point?
This is an MMO, not Elder Scrolls 6.So it's not primarily about single-player immersion, but about multiplayer compatible mechanics. So the reset-and-walk-back thing, as well as enemies respawning in public zones, is a necessity.
Coming from Skyrim, this being my first and only MMO, I was a bit surprised about those mechanic as well, just like about how you pull mobs (i.e. they don't see you from miles away). But you get used to it easily, and learn to even make use of it.
I don't agree it is a necessity though. That is one of the main problems with the game, that it is so uninspiring and unoriginal and basically just slaps in every MMO trope that where before it, but with a TES skin on it. I know many people, including myself hoped when they heard of an Elder Scrolls Online game that it would actually break some new ground and do something new with the genre. I have played MMO:s before though, and I was a fan of Ultima Online back in the day, because it seemed that game actually wanted to create a world with other players. I think the whole genre went in the wrong direction with WOW when it made it basically stupid fast food for the masses. It is just sad to see that ESO goes in the same footsteps of that without trying to break any new grounds at all in the genre, which feels kind of cheap and like selling out the IP. I never get the feeling like ESO was made with love and passion because someone actually wanted to see how TES could be in an online world and how it would be a great fit for the IP. It really feels like a industry business cookie cutter clone that was made to cash in on the IP and it's huge fanbase that had been built up with the real single player TES games. If anyone could have made something fresh with the genre it had been Bethesda (though I guess one problem is that the game is not even made by Bethesda).
Sorry for the rant. I won't say that there are not some good qualities also in the game, like the graphics is nice for an MMO (though I really miss any sort of physics in the game) and the fact that there is voice acting. It is also good that there is an option to play with a more minimalistic HUD, which is even more supported with addons.
I was soloing a WB and some scrub ran in, took the heavy sack, got aggro on the boss and ran away causing its health to reset. I was quite pissed. I mean really? Make a run for the loot, I dont care, but dont reset the boss. Max level player too. He knew exactly what would happen.
Mystrius_Archaion wrote: »I am trying my best to enjoy the game and squeze out some kind of immersion from this game or sense that this is an actual TES game and not just a WOW clone, but it feels like I have to fight the game on every corner to achieve this.
My biggest gripe is how the enemy resets when they walk a tiny bit outside their area. They regain all their health and just run back to their initial placement as if nothing happens. It looks so incredible pathetic and ever time it happens I just want to quit the game outright. But just knowing this is there just ruins any immersion I have for the game as it feels so artificial and like actually have to "baby sit" the enemy as to not do it. I play as an archer so I need to make sure when I back up I don't back up to much as to trigger their Reset.
Is there any chance that this will be removed at some point?
You've never played MMOs before this and WoW have you?
Us oldies(now I feel even older) remember the bad old days of pulled bosses into town and newbie areas wiping everyone out, just for the laughs of the puller. It was not a fun form of griefing. Some old school games may still have this, but most have done away with it.
NotNormanBates wrote: »This is an MMO, not Elder Scrolls 6.So it's not primarily about single-player immersion, but about multiplayer compatible mechanics. So the reset-and-walk-back thing, as well as enemies respawning in public zones, is a necessity.
Coming from Skyrim, this being my first and only MMO, I was a bit surprised about those mechanic as well, just like about how you pull mobs (i.e. they don't see you from miles away). But you get used to it easily, and learn to even make use of it.
I don't agree it is a necessity though. That is one of the main problems with the game, that it is so uninspiring and unoriginal and basically just slaps in every MMO trope that where before it, but with a TES skin on it. I know many people, including myself hoped when they heard of an Elder Scrolls Online game that it would actually break some new ground and do something new with the genre. I have played MMO:s before though, and I was a fan of Ultima Online back in the day, because it seemed that game actually wanted to create a world with other players. I think the whole genre went in the wrong direction with WOW when it made it basically stupid fast food for the masses. It is just sad to see that ESO goes in the same footsteps of that without trying to break any new grounds at all in the genre, which feels kind of cheap and like selling out the IP. I never get the feeling like ESO was made with love and passion because someone actually wanted to see how TES could be in an online world and how it would be a great fit for the IP. It really feels like a industry business cookie cutter clone that was made to cash in on the IP and it's huge fanbase that had been built up with the real single player TES games. If anyone could have made something fresh with the genre it had been Bethesda (though I guess one problem is that the game is not even made by Bethesda).
Sorry for the rant. I won't say that there are not some good qualities also in the game, like the graphics is nice for an MMO (though I really miss any sort of physics in the game) and the fact that there is voice acting. It is also good that there is an option to play with a more minimalistic HUD, which is even more supported with addons.
Well if what your looking for is a new teso game, a very large project is underway called "Beyond Skyrim" . It is a Mod, but it is very well done. Essentially the project is to create all of Tamriel, and the 1st segment Beyond skyrim: Bruma is already out. Its got great reviews and has professional voice acting, story progression, enhanced crafting and alot more. I'd play it if i had a gaming computer or xbox, but Sony doesn't like mods
I am trying my best to enjoy the game and squeze out some kind of immersion from this game or sense that this is an actual TES game and not just a WOW clone, but it feels like I have to fight the game on every corner to achieve this.
My biggest gripe is how the enemy resets when they walk a tiny bit outside their area. They regain all their health and just run back to their initial placement as if nothing happens. It looks so incredible pathetic and ever time it happens I just want to quit the game outright. But just knowing this is there just ruins any immersion I have for the game as it feels so artificial and like actually have to "baby sit" the enemy as to not do it. I play as an archer so I need to make sure when I back up I don't back up to much as to trigger their Reset.
Is there any chance that this will be removed at some point?
In delves and public dungeons its common to run past enemies to pull them into AoE.Changing this would be annoying when you need to run thru a zone for something quickly, not bothering with mobs.
But honestly how far are you backing up??? In normal combat I have never pulled enemies that far.
The resets are there for good reason. Otherwise people would pull together whole overland areas or dungeons and AOE them down. I don't think this would be a fun or immersive experience for you either.
The resets are there for good reason. Otherwise people would pull together whole overland areas or dungeons and AOE them down. I don't think this would be a fun or immersive experience for you either.
The problem still exists.
Why don't MMOs just let them stop at the maximum range where they're supposed to patrol? No point chasing except to annoy players - some of them even interrupted my chest unlocking and excavation! I just run through entire delves for skyshards and don't want to waste time on those trash...