themaddaedra wrote: »How do people think of things like hide shoulders as a "new system"? That's very weird to say the least.
Class change.
One other thing I would like is Warden theme rework.
Elvenheart wrote: »After watching the video from years ago regarding Spellcrafting, it does check a lot of boxes for a new system that involves older zones. And based on the video, a lot of the assets may already be in the game and just turned off, waiting for “that day”. They’ve had years and years to tweak the system and rework it in the background along the way, so you never know!
HappyTheCamper wrote: »Turtle_Bot wrote: »If I had to guess, I would say a vet setting for overland content given the relatively short time frame until it's proposed release. All the hard work is already done for it, it would only need a simple buff to enemy stat values and a little bit of balancing as well as some additional rewards.
Of course, I would be interested to see something as unique as spellcrafting and what could be done with that, but in terms of the work to proposed timeframe ratio, it makes more sense to be a new difficulty for overland.
I mentioned this in another thread. IMO, making “vet overland” isn’t that simple. It won’t just be like making overland with a hard mode switch or toggle.
Assuming they add a difficulty slider/tier system, let’s say they add 2 or 3 total difficulties: If I am roaming in overland world on the “low difficulty”, what happens if I come across someone in a higher tier difficulty beating a world boss or fighting in the same quest as me? Can this even be done in the same world/instance? There’s no way that’s reasonably possible!
Therefore, you are (most likely) now segmenting the population across all platforms into multiple instances based on what difficulty they have selected. So instead of having people on each server run a few instances, it’ll now have to sub divide that even more per difficulty tier they add. Then you have to keep the game interesting enough to keep each of the different difficulty levels enticing/populated.
Plus the balancing of everything would be a nightmare. Do you add multiple difficulty levels to overland only? What about Cyrodiil PvE fights? IC PvE fights? Is this “vet overland” just for quests, or for delves and WB’s too? What about dragons in Elsweyr?
I would personally be okay with vet/difficult overland content, but I don’t trust ZOS to successfully implement a vet difficulty system. And that’s not even a criticism of ZOS, it just sounds like a nightmare.
OR You phase the difficulty so that he further away from a road or town you are the tougher it gets.
I played an early MMO in the 90s that did just that, you could travel anywhere by road but shortcuts across country required thought and care, going up into the mountains - well you needed a group. It made the world feel dynamic.
DMuehlhausen wrote: »I think the big new thing will be Story Mode dungeons.
Then minor ones might be Furnishing Bag, and more "hide armor" options.
What I REALLY want is the optional ability to disable account wide achievements during character creation.
For some of us, forced account wide achievements was the worst thing that has ever been done. It is unforgivable and I have not forgiven them.
It will either be a hardmode overland setting or since update 35 destroyed the end game raiding community possibly a new rewards system.
Cant see them doing anything big with all the coding and replacing servers is still ongoing.
Finedaible wrote: »If they do - by some extraordinary miracle - bring out "spell crafting" as a major feature in 2023 then ESO might just have a future after all. However, I would recommend fellow ES fans to take a healthy dose of skepticism and to not believe the desperate delusions of the community. The concept of spellcrafting was officially cancelled many years ago in favor of housing. The lead designer of spellcrafting left ZoS shortly after. Later rumours would suggest that any work that had been completed on spellcrafting up to that point were repurposed into Antiquities. Considering the supposed technical limitations of catering to old consoles, and the fact that Block (a core comabt ability) was broken for a whole month, I highly doubt ZoS would be capable of implementing such a system in the midst of a code rework they say they are working on.
I_killed_Vivec wrote: »In any case, I don't think that spellcrafting (if we ever get it) would be like previous TES games, where you could define your own spell types and strengths... and then go off into the wilderness to practice them until you could get them to trigger at a reasonable rate:)
Remathilis wrote: »So hear me out...
It's going to be spellcrafting, but not like most people think. It will be a third morph of an existing class skill. But to unlock this third morph, you need reagents and foci. Reagents are rare drops that come from harvesting, boss monsters, and domens. To find them, you will need a special pin that weakens you (increasing difficulty) against that type of content. Foci are special items you craft using reagents. You need mastery ranks in crafting and the plans needed to make them are sourced from all content; dungeons, trials, antiquities, Tribute, etc). Once you have the focus and the reagent, you can unlock this third new morph!
Unfortunately, due to score pushing and PvP balance, these morphs will be only as powerful as the base morphs, but hey, think of all those shiny new particle effects you earned!
Spellcrafting in single-player games, yes but in MMO how would they balance it?
I wonder why nobody seems to have issues with any other crafting. It's only ever spellcrafting that is rejected on principle.
What, you want people to be able to craft different kinds of weapons with a dozen traits and hundreds of sets!? How would you ever balance such a thing!? It can't be done! And hundreds of styles, too? That's way too much development time!
The real overpowered crazyness in single player games like Morrowind didn't even come from spellcrafting, but Alchemy and Enchanting, which we've had in ESO from day 1 without any objection.
SilverBride wrote: »Remathilis wrote: »So hear me out...
It's going to be spellcrafting, but not like most people think. It will be a third morph of an existing class skill. But to unlock this third morph, you need reagents and foci. Reagents are rare drops that come from harvesting, boss monsters, and domens. To find them, you will need a special pin that weakens you (increasing difficulty) against that type of content. Foci are special items you craft using reagents. You need mastery ranks in crafting and the plans needed to make them are sourced from all content; dungeons, trials, antiquities, Tribute, etc). Once you have the focus and the reagent, you can unlock this third new morph!
Unfortunately, due to score pushing and PvP balance, these morphs will be only as powerful as the base morphs, but hey, think of all those shiny new particle effects you earned!
That sounds like a complete nightmare to me. There are already 3 class skill lines and weapon skill lines and all the guild and world skill lines. The last thing I want are more skills to choose from especially if they require grinding and dungeons and farming.
Spellcrafting in single-player games, yes but in MMO how would they balance it?
I wonder why nobody seems to have issues with any other crafting. It's only ever spellcrafting that is rejected on principle.
What, you want people to be able to craft different kinds of weapons with a dozen traits and hundreds of sets!? How would you ever balance such a thing!? It can't be done! And hundreds of styles, too? That's way too much development time!
The real overpowered crazyness in single player games like Morrowind didn't even come from spellcrafting, but Alchemy and Enchanting, which we've had in ESO from day 1 without any objection.
Then you never played a TES game if you can post that spell crafting was not overpowered in those games. It amazes me what some people post here. I have made spells in TES games that could wipe out an area in a town in one shot.