GreenhaloX wrote: »Another year of game crashes, freezes and bluescreens is coming.. yayyy; but cool, I can kill more dragons. Plus, could romp around with the little hottie, Eveli, again. Enjoyed her enlightening humor in Wrothgar.
Mettaricana wrote: »GreenhaloX wrote: »Another year of game crashes, freezes and bluescreens is coming.. yayyy; but cool, I can kill more dragons. Plus, could romp around with the little hottie, Eveli, again. Enjoyed her enlightening humor in Wrothgar.
Year of dagon not d"r"agon
VaranisArano wrote: »So we're not just redoing the plot of TES IV with the Planemeld/Molag Bal instead of the Oblivion Crisis/Mehrunes Dagon...we're literally seeing aspects of the same plot as TES IV.
Between Vvardenfell, dragons, Skyrim, and now Oblivion, I think ZOS has decided that nostalgia is where the money is at.
Hallothiel wrote: »Tharn did hint at ending the three banners war during Elsweyr after all!
Yeah, that turned out well, didn’t it?
James-Wayne wrote: »Hallothiel wrote: »Tharn did hint at ending the three banners war during Elsweyr after all!
Yeah, that turned out well, didn’t it?
You know they are going to bring him back right, its a given at this point
- I thought 'Oo that looks like the Dawnstar star'RaddlemanNumber7 wrote: »
Aetherderius wrote: »See, when I saw Eveli's funky bosmer pupil -- I thought 'Oo that looks like the Dawnstar star'RaddlemanNumber7 wrote: »
And then the Potentate Crates had 2 crowns in them, specifically a Winterhold crown and a crown for Anthor, a mountain nearby.
What if Q4 has a Pale/Winterhold minizone?
But having it explained as 'nah all Bosmer eyes are like that' kinda sunk that theory.
prof-dracko wrote: »Part of me hopes this isn't going to be an invasion proper, but a setup for Oblivion and the origin of the Mythic Dawn and Mysterium Xarxes. I mean of course Dagon is the type to take advantage of a chance to wreck stuff, but that'll be more of a hobby he's enjoying in between planning.
Thevampirenight wrote: »
VampireLordLover99 wrote: »VaranisArano wrote: »So we're not just redoing the plot of TES IV with the Planemeld/Molag Bal instead of the Oblivion Crisis/Mehrunes Dagon...we're literally seeing aspects of the same plot as TES IV.
Between Vvardenfell, dragons, Skyrim, and now Oblivion, I think ZOS has decided that nostalgia is where the money is at.
And to top it off we’re going to get yet another lackluster anti-climatic main story boss.
Not only for the chapter and story dlc but also the main antagonist that they hype for a whole year....🤦♂️
[Edited for spelling]
Can't wait to light attack the final boss of the whole year to do death and not have to learn any mechanics to fight him!
Who needs challenging boss fights that are hyped up all year, right?
Right. ZOS already tried doing the mechanics in Elsweyr and it was awful (attack a bit, wait, activate the horn, hide under the shield, wait, attack a bit, etc.). No wonder, though, as I am yet to see good mechanics in any game. Also, combat in ESO is not that fun to want it to do more, so there is a good reason to level up and use best sets to be in combat as less time as possible.
SshadowSscale wrote: »SshadowSscale wrote: »Global reveal event January 21 2020 btw.... check the end of the trailer if you do not believe me.... seems we either missed it or? we doing 2020 part 2
Oh gods. Is there anything they can do without messing up?
nope seems they have to always make a mistake somewhere lol
It is not like mechanics in dungeons are somewhat better. They are worse, and sometimes much worse than Elsweyr story dragon mechanics.VampireLordLover99 wrote: »VaranisArano wrote: »So we're not just redoing the plot of TES IV with the Planemeld/Molag Bal instead of the Oblivion Crisis/Mehrunes Dagon...we're literally seeing aspects of the same plot as TES IV.
Between Vvardenfell, dragons, Skyrim, and now Oblivion, I think ZOS has decided that nostalgia is where the money is at.
And to top it off we’re going to get yet another lackluster anti-climatic main story boss.
Not only for the chapter and story dlc but also the main antagonist that they hype for a whole year....🤦♂️
[Edited for spelling]
Can't wait to light attack the final boss of the whole year to do death and not have to learn any mechanics to fight him!
Who needs challenging boss fights that are hyped up all year, right?
Right. ZOS already tried doing the mechanics in Elsweyr and it was awful (attack a bit, wait, activate the horn, hide under the shield, wait, attack a bit, etc.). No wonder, though, as I am yet to see good mechanics in any game. Also, combat in ESO is not that fun to want it to do more, so there is a good reason to level up and use best sets to be in combat as less time as possible.
Completely disagree
The dungeons and trials have the most engaging combat because of the mechanics which are great btw.
It’s why people asked for more solo arenas because maelstrom was so much fun.
What I’m saying is take that level of design and put it to the main story bosses because their current mechanics are incredibly boring.
Yes Kaalgrontiid’s hit, hide, hit was boring and making it longer would be tedious (I should know) and I wanted something better. On par with the challenges that I know ZOS is capable of designing.
It is not like mechanics in dungeons are somewhat better. They are worse, and sometimes much worse than Elsweyr story dragon mechanics.VampireLordLover99 wrote: »VaranisArano wrote: »So we're not just redoing the plot of TES IV with the Planemeld/Molag Bal instead of the Oblivion Crisis/Mehrunes Dagon...we're literally seeing aspects of the same plot as TES IV.
Between Vvardenfell, dragons, Skyrim, and now Oblivion, I think ZOS has decided that nostalgia is where the money is at.
And to top it off we’re going to get yet another lackluster anti-climatic main story boss.
Not only for the chapter and story dlc but also the main antagonist that they hype for a whole year....🤦♂️
[Edited for spelling]
Can't wait to light attack the final boss of the whole year to do death and not have to learn any mechanics to fight him!
Who needs challenging boss fights that are hyped up all year, right?
Right. ZOS already tried doing the mechanics in Elsweyr and it was awful (attack a bit, wait, activate the horn, hide under the shield, wait, attack a bit, etc.). No wonder, though, as I am yet to see good mechanics in any game. Also, combat in ESO is not that fun to want it to do more, so there is a good reason to level up and use best sets to be in combat as less time as possible.
Completely disagree
The dungeons and trials have the most engaging combat because of the mechanics which are great btw.
It’s why people asked for more solo arenas because maelstrom was so much fun.
What I’m saying is take that level of design and put it to the main story bosses because their current mechanics are incredibly boring.
Yes Kaalgrontiid’s hit, hide, hit was boring and making it longer would be tedious (I should know) and I wanted something better. On par with the challenges that I know ZOS is capable of designing.
The reason it is much worse is it is not done to be solved from the first try. Any dungeon mechanics is done with the assumption that the player (or group) will do it more than one time to actually solve it and to know what to do. This is an approach of repeatable content of arcanoids and the like. It may work with repeatable content. It is not working with story content. It disrupts the story with reloads or deaths and resurrections. Any story content should be done from the first try, at least when the character is of appropriate level.
The sense of accomplishment in role-playing games comes from doing the story. You are playing your character, you are doing choices (without unnecessary restrictions), you get consequences. While doing so you develop your character to be ready for the final confrontation. No game master will tell you "OK, lets imagine that this fight has not happened, so try once more". You will come to the final confrontation if and when you are ready (the same way levelling works in most computer role-playing games), and you will face unbalanced and unsolvable from the first try encounter only if you insist on it and run ahead of the story. You will not get the second try, though. You fail the first try, and it is over for this character.It is not like mechanics in dungeons are somewhat better. They are worse, and sometimes much worse than Elsweyr story dragon mechanics.VampireLordLover99 wrote: »VaranisArano wrote: »So we're not just redoing the plot of TES IV with the Planemeld/Molag Bal instead of the Oblivion Crisis/Mehrunes Dagon...we're literally seeing aspects of the same plot as TES IV.
Between Vvardenfell, dragons, Skyrim, and now Oblivion, I think ZOS has decided that nostalgia is where the money is at.
And to top it off we’re going to get yet another lackluster anti-climatic main story boss.
Not only for the chapter and story dlc but also the main antagonist that they hype for a whole year....🤦♂️
[Edited for spelling]
Can't wait to light attack the final boss of the whole year to do death and not have to learn any mechanics to fight him!
Who needs challenging boss fights that are hyped up all year, right?
Right. ZOS already tried doing the mechanics in Elsweyr and it was awful (attack a bit, wait, activate the horn, hide under the shield, wait, attack a bit, etc.). No wonder, though, as I am yet to see good mechanics in any game. Also, combat in ESO is not that fun to want it to do more, so there is a good reason to level up and use best sets to be in combat as less time as possible.
Completely disagree
The dungeons and trials have the most engaging combat because of the mechanics which are great btw.
It’s why people asked for more solo arenas because maelstrom was so much fun.
What I’m saying is take that level of design and put it to the main story bosses because their current mechanics are incredibly boring.
Yes Kaalgrontiid’s hit, hide, hit was boring and making it longer would be tedious (I should know) and I wanted something better. On par with the challenges that I know ZOS is capable of designing.
The reason it is much worse is it is not done to be solved from the first try. Any dungeon mechanics is done with the assumption that the player (or group) will do it more than one time to actually solve it and to know what to do. This is an approach of repeatable content of arcanoids and the like. It may work with repeatable content. It is not working with story content. It disrupts the story with reloads or deaths and resurrections. Any story content should be done from the first try, at least when the character is of appropriate level.
And that reasoning is a big part as to why story bosses are so boring.
If it it can be done from the first try, if you don’t have to figure anything out, and you don’t have to try again, and overall presents no challenge - then it’s not fun.
And there is certainly no sense of accomplishment from that unless you’re a new player.
And to keep on designing the main story bosses (of a continuing story) for ONLY new players makes no sense for long term longevity or engagement.
(But I know better at this point to not argue with someone who’s scoffed at the idea of putting “effort” or challenge in a game, they’re just not going to get it and I’ll just agree to disagree)
(Edited for grammar)
The sense of accomplishment in role-playing games comes from doing the story. You are playing your character, you are doing choices (without unnecessary restrictions), you get consequences. While doing so you develop your character to be ready for the final confrontation. No game master will tell you "OK, lets imagine that this fight has not happened, so try once more". You will come to the final confrontation if and when you are ready (the same way levelling works in most computer role-playing games), and you will face unbalanced and unsolvable from the first try encounter only if you insist on it and run ahead of the story. You will not get the second try, though. You fail the first try, and it is over for this character.It is not like mechanics in dungeons are somewhat better. They are worse, and sometimes much worse than Elsweyr story dragon mechanics.VampireLordLover99 wrote: »VaranisArano wrote: »So we're not just redoing the plot of TES IV with the Planemeld/Molag Bal instead of the Oblivion Crisis/Mehrunes Dagon...we're literally seeing aspects of the same plot as TES IV.
Between Vvardenfell, dragons, Skyrim, and now Oblivion, I think ZOS has decided that nostalgia is where the money is at.
And to top it off we’re going to get yet another lackluster anti-climatic main story boss.
Not only for the chapter and story dlc but also the main antagonist that they hype for a whole year....🤦♂️
[Edited for spelling]
Can't wait to light attack the final boss of the whole year to do death and not have to learn any mechanics to fight him!
Who needs challenging boss fights that are hyped up all year, right?
Right. ZOS already tried doing the mechanics in Elsweyr and it was awful (attack a bit, wait, activate the horn, hide under the shield, wait, attack a bit, etc.). No wonder, though, as I am yet to see good mechanics in any game. Also, combat in ESO is not that fun to want it to do more, so there is a good reason to level up and use best sets to be in combat as less time as possible.
Completely disagree
The dungeons and trials have the most engaging combat because of the mechanics which are great btw.
It’s why people asked for more solo arenas because maelstrom was so much fun.
What I’m saying is take that level of design and put it to the main story bosses because their current mechanics are incredibly boring.
Yes Kaalgrontiid’s hit, hide, hit was boring and making it longer would be tedious (I should know) and I wanted something better. On par with the challenges that I know ZOS is capable of designing.
The reason it is much worse is it is not done to be solved from the first try. Any dungeon mechanics is done with the assumption that the player (or group) will do it more than one time to actually solve it and to know what to do. This is an approach of repeatable content of arcanoids and the like. It may work with repeatable content. It is not working with story content. It disrupts the story with reloads or deaths and resurrections. Any story content should be done from the first try, at least when the character is of appropriate level.
And that reasoning is a big part as to why story bosses are so boring.
If it it can be done from the first try, if you don’t have to figure anything out, and you don’t have to try again, and overall presents no challenge - then it’s not fun.
And there is certainly no sense of accomplishment from that unless you’re a new player.
And to keep on designing the main story bosses (of a continuing story) for ONLY new players makes no sense for long term longevity or engagement.
(But I know better at this point to not argue with someone who’s scoffed at the idea of putting “effort” or challenge in a game, they’re just not going to get it and I’ll just agree to disagree)
(Edited for grammar)
This is how things work in role-playing games, more importantly - story-oriented role-playing games. Things work different in platformers and the like, where there is little to no story and your gameplay consists of trying the same thing over and over and over and over until you finally memorize the one and only correct sequence of jumps, moves and attacks. This gameplay has nothing to do with role-playing games, especially with story-oriented role-playing games. That's why in ESO this gameplay is in arenas and not in the story quests.
I have played a lot.The sense of accomplishment in role-playing games comes from doing the story. You are playing your character, you are doing choices (without unnecessary restrictions), you get consequences. While doing so you develop your character to be ready for the final confrontation. No game master will tell you "OK, lets imagine that this fight has not happened, so try once more". You will come to the final confrontation if and when you are ready (the same way levelling works in most computer role-playing games), and you will face unbalanced and unsolvable from the first try encounter only if you insist on it and run ahead of the story. You will not get the second try, though. You fail the first try, and it is over for this character.It is not like mechanics in dungeons are somewhat better. They are worse, and sometimes much worse than Elsweyr story dragon mechanics.VampireLordLover99 wrote: »VaranisArano wrote: »So we're not just redoing the plot of TES IV with the Planemeld/Molag Bal instead of the Oblivion Crisis/Mehrunes Dagon...we're literally seeing aspects of the same plot as TES IV.
Between Vvardenfell, dragons, Skyrim, and now Oblivion, I think ZOS has decided that nostalgia is where the money is at.
And to top it off we’re going to get yet another lackluster anti-climatic main story boss.
Not only for the chapter and story dlc but also the main antagonist that they hype for a whole year....🤦♂️
[Edited for spelling]
Can't wait to light attack the final boss of the whole year to do death and not have to learn any mechanics to fight him!
Who needs challenging boss fights that are hyped up all year, right?
Right. ZOS already tried doing the mechanics in Elsweyr and it was awful (attack a bit, wait, activate the horn, hide under the shield, wait, attack a bit, etc.). No wonder, though, as I am yet to see good mechanics in any game. Also, combat in ESO is not that fun to want it to do more, so there is a good reason to level up and use best sets to be in combat as less time as possible.
Completely disagree
The dungeons and trials have the most engaging combat because of the mechanics which are great btw.
It’s why people asked for more solo arenas because maelstrom was so much fun.
What I’m saying is take that level of design and put it to the main story bosses because their current mechanics are incredibly boring.
Yes Kaalgrontiid’s hit, hide, hit was boring and making it longer would be tedious (I should know) and I wanted something better. On par with the challenges that I know ZOS is capable of designing.
The reason it is much worse is it is not done to be solved from the first try. Any dungeon mechanics is done with the assumption that the player (or group) will do it more than one time to actually solve it and to know what to do. This is an approach of repeatable content of arcanoids and the like. It may work with repeatable content. It is not working with story content. It disrupts the story with reloads or deaths and resurrections. Any story content should be done from the first try, at least when the character is of appropriate level.
And that reasoning is a big part as to why story bosses are so boring.
If it it can be done from the first try, if you don’t have to figure anything out, and you don’t have to try again, and overall presents no challenge - then it’s not fun.
And there is certainly no sense of accomplishment from that unless you’re a new player.
And to keep on designing the main story bosses (of a continuing story) for ONLY new players makes no sense for long term longevity or engagement.
(But I know better at this point to not argue with someone who’s scoffed at the idea of putting “effort” or challenge in a game, they’re just not going to get it and I’ll just agree to disagree)
(Edited for grammar)
This is how things work in role-playing games, more importantly - story-oriented role-playing games. Things work different in platformers and the like, where there is little to no story and your gameplay consists of trying the same thing over and over and over and over until you finally memorize the one and only correct sequence of jumps, moves and attacks. This gameplay has nothing to do with role-playing games, especially with story-oriented role-playing games. That's why in ESO this gameplay is in arenas and not in the story quests.
Have you played other role-playing games?whether video game or tabletop RPG‘s?
If the story tells me that the boss I’m about to fight is a threat to the entire world, or even just a continent, then I expect the boss to be hard.
in a table top game, sure we can’t fight the boss again with the same characters especially if you die. But those bosses are designed to be hard in the challenge is not dying. (Games like Diablo seek to re-create that table top RPG experience with a permanent death setting) However, even Elder scrolls online story bosses don’t even have that challenge. There is basically zero risk to the player for the main story bosses.
Plenty of single player RPG‘s have hard main story boss fights that you die and have to keep trying again on.
Even comparing to the single player elder scroll games, you have a save function that lets you go back and try again if you died or just want to experience it again for the sake of it.
Also the dungeons and trials have their own stories and I don’t see anyone complaining about repeating that story.
By your logic the game shouldn’t even let you make another character to experience the story again.
A Bossfight being epic has never been hampered by my ability to repeat it again. In fact if a Bossfight is really good I’ll wanna do it again because I had so much fun doing it.
This mindset that gameplay and story are completely unrelated to each other is false. Gameplay and story go hand in hand and this has always been the case. Especially for RPGs
This insistence that elder scrolls online should basically be two separate games makes no sense.