People don't actually know what they do want. We're typically stuck either in a loop explaining what we want or overthinking how to communicate it carefully. Sometimes it's outright confusing.
One thing is for sure, we do know what we don't want. It's easier to explain the things we don't want and slowly cornering the main goal to the point it reveals itself.
In this thread, I want to attempt to shine the light onto what we do want by first tackling the things that we don't want.
I'm putting up a list of things I don't want and hopefully we can discuss them individually with the rule that we don't propose what we want but rather what we don't want.
Comment below what you DON'T want.
I don't want:
- A hard lock to choosing a class so early on in a TES game.
- Boring combat, whether because it's too easy, the combat itself is bad, or otherwise.
- People below my skill level to struggle continuing to play the overland content.
- Looking to third-party sources for details already detailed in written text.
- A stale meta for PvP players.
- PvE players thinking they can free roam every single inch of land to this living world with all sorts of creatures and magic without some form of consequence at least SOMEWHERE.
- Stale PvE combat. Unlocking a spammable shouldn't instantly unlock the world.
- Lack of combat styles. Fixed by things like adding a new skill line, reworking destruction staves, or otherwise.
- Faction hard lock when we can spawn in any faction's settlements now.
- Rely on grouping to finish content but also not completely exclude it.
- New ideas to only be implemented if they can be monetized.
- Year(s) old bugs.
- Forced difficulty modes for overland combat. Whether too easy or too hard.
- Fear to implement bandaid fixes so long as the intention is to continue to look into more permanent solutions. It's best to see the attempt is there than none at all. Communicating it's straight up a bandaid fix would probably be more respectable.
𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.