I just joked but talking seriously: I'm not against more accessibility features. But as someone stated well before if you work to solve this particular issue which doesn't seem to be "huge", there would be a neverending cascade of requests for snakes and whatsoever, each one requiring time and money to achieve, resources that could be spent elsewhere.
There's no intended offense or disrespect in this. [snip]
Erickson9610 wrote: »JemadarofCaerSalis wrote: »Erickson9610 wrote: »ArkadiaReaper wrote: »This seems like a really nice quality of life thing, and I for one would use it. Even if it was just turning them all into clockwork versions, that's somehow way less ick! A client side toggle or even addon just to make my "chill" game a little more relaxing.
If the spiders were replaced with clockwork versions, eventually there'd be people wondering why the fake clockwork spiders don't count towards the "Defeat x Clockwork Foes" endeavor.
Which could easily be explained by 'you have arachnophobia mode on, many of those spiders weren't actually clockwork', since this would, again, be optional for people and something they would have to turn on. It wouldn't be on by default.
What happens when someone enables the setting, leaves the game for a year or two, then comes back, confused as to why the spiders look different, because they forgot that they had enabled the feature that long ago? For all they know, this could just be how the game looks now. It is very easy to dismiss in-game prompts that would explain what's happening without reading or understanding them.
If there's going to be a model swap or the like, it should still be obvious what they are meant to be (for the purposes of Endeavors, quests, world building, and so on) while not causing any confusion for new or returning players. As it is right now, there's no room for confusion (those spiders are indeed spiders, not Clockwork creatures or otherwise) so any arachnophobia features should also leave no room for confusion.
spartaxoxo wrote: »My experience while playing ESO would be exactly the same if an arachnophobic player would see a crab wherever I'd see a spider, while that player would be able to enjoy the game more. So that would be a win in my book..?
Slippery slope fallacy. Other games have arachnophobia accomodations and this did not happen.There's no intended offense or disrespect in this. [snip]
I have never gotten mad at players for having requests, even ones I deemed "unworthy" because of an issue with the devs. I blame the devs for those issues. Players aren't the ones making the game. In addition, I disagree that accessibility for medical conditions is unworthy.
Even though I really don't like spiders (and in the game I don't enjoy they screeching sound they sometimes make) I wouldn't like something like this implemented unless it was an optional toggle (and unless it didn't mess up the game's coding), because otherwise it would be immersion breaking. Also, there's a lot of things objectionable in the game and there's even more established phobias, given all that, it would be difficult to draw the line somewhere.
spartaxoxo wrote: »My experience while playing ESO would be exactly the same if an arachnophobic player would see a crab wherever I'd see a spider, while that player would be able to enjoy the game more. So that would be a win in my book..?
Slippery slope fallacy. Other games have arachnophobia accomodations and this did not happen.There's no intended offense or disrespect in this. [snip]
I have never gotten mad at players for having requests, even ones I deemed "unworthy" because of an issue with the devs. I blame the devs for those issues. Players aren't the ones making the game. In addition, I disagree that accessibility for medical conditions is unworthy.
Sorry @spartaxoxo the first part you quoted me actually were not my words - I got my answer double posted and the second time it was a mess. I deleted and left the first, right one.
spartaxoxo wrote: »Even though I really don't like spiders (and in the game I don't enjoy they screeching sound they sometimes make) I wouldn't like something like this implemented unless it was an optional toggle (and unless it didn't mess up the game's coding), because otherwise it would be immersion breaking. Also, there's a lot of things objectionable in the game and there's even more established phobias, given all that, it would be difficult to draw the line somewhere.
The request is for an optional toggle.
The way arachnophobia modes work in most games is there's a toggle you can use and then, for your screen only, the model of the spider is replaced by something else. A good example is the fuzzy ball used in the game Webbed. World of Warcraft replaced the spiders with crabs.
spartaxoxo wrote: »My experience while playing ESO would be exactly the same if an arachnophobic player would see a crab wherever I'd see a spider, while that player would be able to enjoy the game more. So that would be a win in my book..?
Slippery slope fallacy. Other games have arachnophobia accomodations and this did not happen.There's no intended offense or disrespect in this. [snip]
I have never gotten mad at players for having requests, even ones I deemed "unworthy" because of an issue with the devs. I blame the devs for those issues. Players aren't the ones making the game. In addition, I disagree that accessibility for medical conditions is unworthy.
spartaxoxo wrote: »Even though I really don't like spiders (and in the game I don't enjoy they screeching sound they sometimes make) I wouldn't like something like this implemented unless it was an optional toggle (and unless it didn't mess up the game's coding), because otherwise it would be immersion breaking. Also, there's a lot of things objectionable in the game and there's even more established phobias, given all that, it would be difficult to draw the line somewhere.
The request is for an optional toggle.
The way arachnophobia modes work in most games is there's a toggle you can use and then, for your screen only, the model of the spider is replaced by something else. A good example is the fuzzy ball used in the game Webbed. World of Warcraft replaced the spiders with crabs.
A toggle would be fine in that case, they can even make it active with an in game tool, that you use like a spell, to sort of bypass lore issues (Mepaha's Bane for instance).
spartaxoxo wrote: »My experience while playing ESO would be exactly the same if an arachnophobic player would see a crab wherever I'd see a spider, while that player would be able to enjoy the game more. So that would be a win in my book..?
Slippery slope fallacy. Other games have arachnophobia accomodations and this did not happen.There's no intended offense or disrespect in this. [snip]
I have never gotten mad at players for having requests, even ones I deemed "unworthy" because of an issue with the devs. I blame the devs for those issues. Players aren't the ones making the game. In addition, I disagree that accessibility for medical conditions is unworthy.
About your last phrase: I agree that in general accessibility for medical conditions is worthy, but "it's unworthy" compared to make the game properly work first, which now for many is not.
Also I guess priority depends by the kind and extent of accessibility issue: I know people who can't stare at an argonian face because they have the phobia of reptiles... That would be kinda huge to address, if we go in that direction.
spartaxoxo wrote: »Exposure therapy does not work by just randomly seeing the phobia in uncontrolled environments. That's not exposure therapy.
spartaxoxo wrote: »Exposure therapy does not work by just randomly seeing the phobia in uncontrolled environments. That's not exposure therapy.
Actually, it does. My arachnophobia has gotten much weaker over the years simply due to having them pop up in my house and having to deal with them. They certainly aren't scripted.
spartaxoxo wrote: »Exposure therapy does not work by just randomly seeing the phobia in uncontrolled environments. That's not exposure therapy.
Actually, it does. My arachnophobia has gotten much weaker over the years simply due to having them pop up in my house and having to deal with them. They certainly aren't scripted.
JemadarofCaerSalis wrote: »Erickson9610 wrote: »JemadarofCaerSalis wrote: »Erickson9610 wrote: »ArkadiaReaper wrote: »This seems like a really nice quality of life thing, and I for one would use it. Even if it was just turning them all into clockwork versions, that's somehow way less ick! A client side toggle or even addon just to make my "chill" game a little more relaxing.
If the spiders were replaced with clockwork versions, eventually there'd be people wondering why the fake clockwork spiders don't count towards the "Defeat x Clockwork Foes" endeavor.
Which could easily be explained by 'you have arachnophobia mode on, many of those spiders weren't actually clockwork', since this would, again, be optional for people and something they would have to turn on. It wouldn't be on by default.
What happens when someone enables the setting, leaves the game for a year or two, then comes back, confused as to why the spiders look different, because they forgot that they had enabled the feature that long ago? For all they know, this could just be how the game looks now. It is very easy to dismiss in-game prompts that would explain what's happening without reading or understanding them.
If there's going to be a model swap or the like, it should still be obvious what they are meant to be (for the purposes of Endeavors, quests, world building, and so on) while not causing any confusion for new or returning players. As it is right now, there's no room for confusion (those spiders are indeed spiders, not Clockwork creatures or otherwise) so any arachnophobia features should also leave no room for confusion.
Then people ask if they have 'arachnophobia mode' on if they ask on the forums, or they just roll with it if they don't want to ask on the forums.
I play another game with settings, and we see people returning every so often and they will ask 'its been so long, how do I do X?'.
what do the other people do that play that game? They simply answer the questions.
As an example, there is a feature to 'hunt' and you need to have fed your pets to a certain degree to get them to show up, if you have that setting enabled. It is quite easy to simply ask 'have you checked to see if you have 'do not hunt if under 34 hunger' enabled?'.
We don't even need in game prompts. If someone is bothered by their spiders being clockwork, or whatever model is chosen, then they can ask in chat, or on the forums, or go searching google to find the answer.
Also, an arachnophobia feature is not going to cause confusion with new players. Because they will have to enable it, which means they will have been digging around in the settings in order to do so. If causing a momentary confusion is too great of a risk for returning players, just have it so after X months of inactivity, the setting is reset, so that when they return, arachnophobia mode is off.
As for the thing about endeavors, I can understand that, but, once again, this is something that people will choose to enable themselves. It isn't going to be forced on them, so hopefully they will be smart enough to realize that 'hey I changed all the spiders to wolves, so all those endeavors to 'kill spider enemies' isn't going up because I am killing actual wolves, not spiders. Maybe I should go to a place where spiders are known to hang out and just start killing wolves?' The opposite is true as well, if it is about killing whatever they chose to change the model to and they aren't getting credit, hopefully they will be able to realize (or be told after asking) that they aren't getting credit because they aren't killing the right enemy, and they should try someplace where that enemy is known to appear (and whatever they didn't want to see doesn't).
Or, as a solution, they could be told to swap the model for a different model until the endeavor is done, then swap back. IE, if I swap spiders for wolves, and there is an endeavor to kill wolves, I can swap the spiders for rats, or mudcrabs or some other type of enemy that *isn't* covered by the endeavor. ONce the endeavor is done, I just simply swap them back so I am now seeing wolves in place of spiders again.
I must say that I'm surprised to see that so many people that have reacted to this post seem to be against the idea.
Erickson9610 wrote: »JemadarofCaerSalis wrote: »Erickson9610 wrote: »JemadarofCaerSalis wrote: »Erickson9610 wrote: »ArkadiaReaper wrote: »This seems like a really nice quality of life thing, and I for one would use it. Even if it was just turning them all into clockwork versions, that's somehow way less ick! A client side toggle or even addon just to make my "chill" game a little more relaxing.
If the spiders were replaced with clockwork versions, eventually there'd be people wondering why the fake clockwork spiders don't count towards the "Defeat x Clockwork Foes" endeavor.
Which could easily be explained by 'you have arachnophobia mode on, many of those spiders weren't actually clockwork', since this would, again, be optional for people and something they would have to turn on. It wouldn't be on by default.
What happens when someone enables the setting, leaves the game for a year or two, then comes back, confused as to why the spiders look different, because they forgot that they had enabled the feature that long ago? For all they know, this could just be how the game looks now. It is very easy to dismiss in-game prompts that would explain what's happening without reading or understanding them.
If there's going to be a model swap or the like, it should still be obvious what they are meant to be (for the purposes of Endeavors, quests, world building, and so on) while not causing any confusion for new or returning players. As it is right now, there's no room for confusion (those spiders are indeed spiders, not Clockwork creatures or otherwise) so any arachnophobia features should also leave no room for confusion.
Then people ask if they have 'arachnophobia mode' on if they ask on the forums, or they just roll with it if they don't want to ask on the forums.
I play another game with settings, and we see people returning every so often and they will ask 'its been so long, how do I do X?'.
what do the other people do that play that game? They simply answer the questions.
As an example, there is a feature to 'hunt' and you need to have fed your pets to a certain degree to get them to show up, if you have that setting enabled. It is quite easy to simply ask 'have you checked to see if you have 'do not hunt if under 34 hunger' enabled?'.
We don't even need in game prompts. If someone is bothered by their spiders being clockwork, or whatever model is chosen, then they can ask in chat, or on the forums, or go searching google to find the answer.
Also, an arachnophobia feature is not going to cause confusion with new players. Because they will have to enable it, which means they will have been digging around in the settings in order to do so. If causing a momentary confusion is too great of a risk for returning players, just have it so after X months of inactivity, the setting is reset, so that when they return, arachnophobia mode is off.
As for the thing about endeavors, I can understand that, but, once again, this is something that people will choose to enable themselves. It isn't going to be forced on them, so hopefully they will be smart enough to realize that 'hey I changed all the spiders to wolves, so all those endeavors to 'kill spider enemies' isn't going up because I am killing actual wolves, not spiders. Maybe I should go to a place where spiders are known to hang out and just start killing wolves?' The opposite is true as well, if it is about killing whatever they chose to change the model to and they aren't getting credit, hopefully they will be able to realize (or be told after asking) that they aren't getting credit because they aren't killing the right enemy, and they should try someplace where that enemy is known to appear (and whatever they didn't want to see doesn't).
Or, as a solution, they could be told to swap the model for a different model until the endeavor is done, then swap back. IE, if I swap spiders for wolves, and there is an endeavor to kill wolves, I can swap the spiders for rats, or mudcrabs or some other type of enemy that *isn't* covered by the endeavor. ONce the endeavor is done, I just simply swap them back so I am now seeing wolves in place of spiders again.
Swapping models for other models that don't utilize the same animations won't work. There are certain attacks which are unique to specific enemies that don't translate well to other enemy types. For example, dire wolves and death hounds utilize the same animations, and thus could be swapped with one another using such a feature. However, spiders can't be replaced with wolves because they use entirely different animations (and have completely different armatures), so either their attacks wouldn't be telegraphed at all (they'd attack without any animations) or they'd be using the wrong animations for the action (it doesn't make sense that a wolf biting attack is able to snare a player with a spider's web).
Completely swapping the enemies (not just their models) in the world will never happen. ESO has shared instances, so there's no way to accommodate players who want to actually replace spider enemies with wolf enemies as well as the players who don't want to replace one enemy type for another. It's one thing to change the model of the enemies you see on your screen, but you can't completely change the actual enemy type.
For instance, you couldn't replace all the spider enemies in Scrivener's Hall because that would completely change the gameplay — if the final boss was a wolf instead of a spider, the attacks used would be completely different and would require the content to be redesigned around the feature. Plus, other players wouldn't know from the group queue whether they're getting the original Scrivener's Hall or the version which removes all of the spider enemies.
SilverBride wrote: »I must say that I'm surprised to see that so many people that have reacted to this post seem to be against the idea.
I am against it because players know that virtually every MMO has spiders. It's not like they bought the game then were shocked to see a spider enemy. I don't want to see time and resources put it into something like this when players knew what they were getting into.
If they do something like this then what is next? Where will it end?
spartaxoxo wrote: »SilverBride wrote: »I must say that I'm surprised to see that so many people that have reacted to this post seem to be against the idea.
I am against it because players know that virtually every MMO has spiders. It's not like they bought the game then were shocked to see a spider enemy. I don't want to see time and resources put it into something like this when players knew what they were getting into.
If they do something like this then what is next? Where will it end?
World of Warcraft has an arachnophobia mode. And it worked out quite well.
spartaxoxo wrote: »I just joked but talking seriously: I'm not against more accessibility features. But as someone stated well before if you work to solve this particular issue which doesn't seem to be "huge", there would be a neverending cascade of requests for snakes and whatsoever, each one requiring time and money to achieve, resources that could be spent elsewhere.
Slippery slope fallacy. Other games have arachnophobia accomodations and this did not happen.
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »I must say that I'm surprised to see that so many people that have reacted to this post seem to be against the idea.
I am against it because players know that virtually every MMO has spiders. It's not like they bought the game then were shocked to see a spider enemy. I don't want to see time and resources put it into something like this when players knew what they were getting into.
If they do something like this then what is next? Where will it end?
World of Warcraft has an arachnophobia mode. And it worked out quite well.
This isn't World of Warcraft.
spartaxoxo wrote: »I just joked but talking seriously: I'm not against more accessibility features. But as someone stated well before if you work to solve this particular issue which doesn't seem to be "huge", there would be a neverending cascade of requests for snakes and whatsoever, each one requiring time and money to achieve, resources that could be spent elsewhere.
Slippery slope fallacy. Other games have arachnophobia accomodations and this did not happen.
Has not happened yet.
As someone pointed out, this can be considered a medical accommodation. This is why I referred to phobias as worthy of optioning, but also brought up zoophobia and asked where does the line get drawn. The answer is that it never does get drawn. There is always going to be another phobia. Maybe not today, or this year, but it will come.
JemadarofCaerSalis wrote: »Erickson9610 wrote: »JemadarofCaerSalis wrote: »Erickson9610 wrote: »JemadarofCaerSalis wrote: »Erickson9610 wrote: »ArkadiaReaper wrote: »This seems like a really nice quality of life thing, and I for one would use it. Even if it was just turning them all into clockwork versions, that's somehow way less ick! A client side toggle or even addon just to make my "chill" game a little more relaxing.
If the spiders were replaced with clockwork versions, eventually there'd be people wondering why the fake clockwork spiders don't count towards the "Defeat x Clockwork Foes" endeavor.
Which could easily be explained by 'you have arachnophobia mode on, many of those spiders weren't actually clockwork', since this would, again, be optional for people and something they would have to turn on. It wouldn't be on by default.
What happens when someone enables the setting, leaves the game for a year or two, then comes back, confused as to why the spiders look different, because they forgot that they had enabled the feature that long ago? For all they know, this could just be how the game looks now. It is very easy to dismiss in-game prompts that would explain what's happening without reading or understanding them.
If there's going to be a model swap or the like, it should still be obvious what they are meant to be (for the purposes of Endeavors, quests, world building, and so on) while not causing any confusion for new or returning players. As it is right now, there's no room for confusion (those spiders are indeed spiders, not Clockwork creatures or otherwise) so any arachnophobia features should also leave no room for confusion.
Then people ask if they have 'arachnophobia mode' on if they ask on the forums, or they just roll with it if they don't want to ask on the forums.
I play another game with settings, and we see people returning every so often and they will ask 'its been so long, how do I do X?'.
what do the other people do that play that game? They simply answer the questions.
As an example, there is a feature to 'hunt' and you need to have fed your pets to a certain degree to get them to show up, if you have that setting enabled. It is quite easy to simply ask 'have you checked to see if you have 'do not hunt if under 34 hunger' enabled?'.
We don't even need in game prompts. If someone is bothered by their spiders being clockwork, or whatever model is chosen, then they can ask in chat, or on the forums, or go searching google to find the answer.
Also, an arachnophobia feature is not going to cause confusion with new players. Because they will have to enable it, which means they will have been digging around in the settings in order to do so. If causing a momentary confusion is too great of a risk for returning players, just have it so after X months of inactivity, the setting is reset, so that when they return, arachnophobia mode is off.
As for the thing about endeavors, I can understand that, but, once again, this is something that people will choose to enable themselves. It isn't going to be forced on them, so hopefully they will be smart enough to realize that 'hey I changed all the spiders to wolves, so all those endeavors to 'kill spider enemies' isn't going up because I am killing actual wolves, not spiders. Maybe I should go to a place where spiders are known to hang out and just start killing wolves?' The opposite is true as well, if it is about killing whatever they chose to change the model to and they aren't getting credit, hopefully they will be able to realize (or be told after asking) that they aren't getting credit because they aren't killing the right enemy, and they should try someplace where that enemy is known to appear (and whatever they didn't want to see doesn't).
Or, as a solution, they could be told to swap the model for a different model until the endeavor is done, then swap back. IE, if I swap spiders for wolves, and there is an endeavor to kill wolves, I can swap the spiders for rats, or mudcrabs or some other type of enemy that *isn't* covered by the endeavor. ONce the endeavor is done, I just simply swap them back so I am now seeing wolves in place of spiders again.
Swapping models for other models that don't utilize the same animations won't work. There are certain attacks which are unique to specific enemies that don't translate well to other enemy types. For example, dire wolves and death hounds utilize the same animations, and thus could be swapped with one another using such a feature. However, spiders can't be replaced with wolves because they use entirely different animations (and have completely different armatures), so either their attacks wouldn't be telegraphed at all (they'd attack without any animations) or they'd be using the wrong animations for the action (it doesn't make sense that a wolf biting attack is able to snare a player with a spider's web).
Completely swapping the enemies (not just their models) in the world will never happen. ESO has shared instances, so there's no way to accommodate players who want to actually replace spider enemies with wolf enemies as well as the players who don't want to replace one enemy type for another. It's one thing to change the model of the enemies you see on your screen, but you can't completely change the actual enemy type.
For instance, you couldn't replace all the spider enemies in Scrivener's Hall because that would completely change the gameplay — if the final boss was a wolf instead of a spider, the attacks used would be completely different and would require the content to be redesigned around the feature. Plus, other players wouldn't know from the group queue whether they're getting the original Scrivener's Hall or the version which removes all of the spider enemies.
I mean, if the only person affected is the person who has arachnophobia mode on, then I see no reason why 'it wouldn't make sense to have a wolf use a web attack' even matters here. THey could keep the animations of the model (so using wolf animtations) and use the original attacks (so wolf would still be able to web people), because, again, the only people being affected by this are the people who are using arachnophobia mode and voluntarily chose to use wolves to replace spiders.
If it has to make sense, then honestly, the discussion can't go any further, because no other enemy, except maybe a chaurus, uses a web attack, and thus no other enemy would make sense if they swapped it out, whether the player could choose the model or not, with something else.
But, again, it doesn't have to make sense.
Beyond that, why would other players have to know that I have a wolf attacking me and not a spider, if it can use the same mechanics as a spider? Nothing has to be redesigned because the same mechanics could still be in place no matter what model someone uses.
Beyond even that, if they wanted to make sure that things wouldn't get too out of hand, they could always cherry pick the models that can be swapped. Want to swap a flying model out? You have to choose a model that can already fly. Want to swap out daedra? You must swap it out for a different daedra.
Same thing could be done for spiders, it can just limit it to enemies that have similar (though it doesn't necessarily have to be a webbed attack, but something that *acts* like the webbed attack) attack mechanics.
Again, this is something that is done client side, and not server side, so the only person affected would be the one with arachnophobia mode. It wouldn't affect anyone else. Not even other people in shared instances (after all, we have tons of addons that add various functionalities to the game that are also all client side and other people don't see them, so I don't see a reason why there couldn't be something where the model can be switched out client side as well. Sure, it might take a bit of brainpower and thinking to do it, but as others have said, other games, including WOW are doing this as well, so it should be possible)
Edit: completely unrelated, but ...is anyone else seeing the forums with a different font? the font is bigger and seems to be thinner than normal, and I haven't changed any settings at all on my end, nor updated anything
spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »I must say that I'm surprised to see that so many people that have reacted to this post seem to be against the idea.
I am against it because players know that virtually every MMO has spiders. It's not like they bought the game then were shocked to see a spider enemy. I don't want to see time and resources put it into something like this when players knew what they were getting into.
If they do something like this then what is next? Where will it end?
World of Warcraft has an arachnophobia mode. And it worked out quite well.
This isn't World of Warcraft.
World of Warcraft is one of the biggest MMOs on the planet, if not the biggest. It is also the game that had the greatest impact on the genre. If World of Warcraft can do something while still maintaining MMO gameplay, then other MMOs can do it too.
Erickson9610 wrote: »JemadarofCaerSalis wrote: »Erickson9610 wrote: »JemadarofCaerSalis wrote: »Erickson9610 wrote: »JemadarofCaerSalis wrote: »Erickson9610 wrote: »ArkadiaReaper wrote: »This seems like a really nice quality of life thing, and I for one would use it. Even if it was just turning them all into clockwork versions, that's somehow way less ick! A client side toggle or even addon just to make my "chill" game a little more relaxing.
If the spiders were replaced with clockwork versions, eventually there'd be people wondering why the fake clockwork spiders don't count towards the "Defeat x Clockwork Foes" endeavor.
Which could easily be explained by 'you have arachnophobia mode on, many of those spiders weren't actually clockwork', since this would, again, be optional for people and something they would have to turn on. It wouldn't be on by default.
What happens when someone enables the setting, leaves the game for a year or two, then comes back, confused as to why the spiders look different, because they forgot that they had enabled the feature that long ago? For all they know, this could just be how the game looks now. It is very easy to dismiss in-game prompts that would explain what's happening without reading or understanding them.
If there's going to be a model swap or the like, it should still be obvious what they are meant to be (for the purposes of Endeavors, quests, world building, and so on) while not causing any confusion for new or returning players. As it is right now, there's no room for confusion (those spiders are indeed spiders, not Clockwork creatures or otherwise) so any arachnophobia features should also leave no room for confusion.
Then people ask if they have 'arachnophobia mode' on if they ask on the forums, or they just roll with it if they don't want to ask on the forums.
I play another game with settings, and we see people returning every so often and they will ask 'its been so long, how do I do X?'.
what do the other people do that play that game? They simply answer the questions.
As an example, there is a feature to 'hunt' and you need to have fed your pets to a certain degree to get them to show up, if you have that setting enabled. It is quite easy to simply ask 'have you checked to see if you have 'do not hunt if under 34 hunger' enabled?'.
We don't even need in game prompts. If someone is bothered by their spiders being clockwork, or whatever model is chosen, then they can ask in chat, or on the forums, or go searching google to find the answer.
Also, an arachnophobia feature is not going to cause confusion with new players. Because they will have to enable it, which means they will have been digging around in the settings in order to do so. If causing a momentary confusion is too great of a risk for returning players, just have it so after X months of inactivity, the setting is reset, so that when they return, arachnophobia mode is off.
As for the thing about endeavors, I can understand that, but, once again, this is something that people will choose to enable themselves. It isn't going to be forced on them, so hopefully they will be smart enough to realize that 'hey I changed all the spiders to wolves, so all those endeavors to 'kill spider enemies' isn't going up because I am killing actual wolves, not spiders. Maybe I should go to a place where spiders are known to hang out and just start killing wolves?' The opposite is true as well, if it is about killing whatever they chose to change the model to and they aren't getting credit, hopefully they will be able to realize (or be told after asking) that they aren't getting credit because they aren't killing the right enemy, and they should try someplace where that enemy is known to appear (and whatever they didn't want to see doesn't).
Or, as a solution, they could be told to swap the model for a different model until the endeavor is done, then swap back. IE, if I swap spiders for wolves, and there is an endeavor to kill wolves, I can swap the spiders for rats, or mudcrabs or some other type of enemy that *isn't* covered by the endeavor. ONce the endeavor is done, I just simply swap them back so I am now seeing wolves in place of spiders again.
Swapping models for other models that don't utilize the same animations won't work. There are certain attacks which are unique to specific enemies that don't translate well to other enemy types. For example, dire wolves and death hounds utilize the same animations, and thus could be swapped with one another using such a feature. However, spiders can't be replaced with wolves because they use entirely different animations (and have completely different armatures), so either their attacks wouldn't be telegraphed at all (they'd attack without any animations) or they'd be using the wrong animations for the action (it doesn't make sense that a wolf biting attack is able to snare a player with a spider's web).
Completely swapping the enemies (not just their models) in the world will never happen. ESO has shared instances, so there's no way to accommodate players who want to actually replace spider enemies with wolf enemies as well as the players who don't want to replace one enemy type for another. It's one thing to change the model of the enemies you see on your screen, but you can't completely change the actual enemy type.
For instance, you couldn't replace all the spider enemies in Scrivener's Hall because that would completely change the gameplay — if the final boss was a wolf instead of a spider, the attacks used would be completely different and would require the content to be redesigned around the feature. Plus, other players wouldn't know from the group queue whether they're getting the original Scrivener's Hall or the version which removes all of the spider enemies.
I mean, if the only person affected is the person who has arachnophobia mode on, then I see no reason why 'it wouldn't make sense to have a wolf use a web attack' even matters here. THey could keep the animations of the model (so using wolf animtations) and use the original attacks (so wolf would still be able to web people), because, again, the only people being affected by this are the people who are using arachnophobia mode and voluntarily chose to use wolves to replace spiders.
If it has to make sense, then honestly, the discussion can't go any further, because no other enemy, except maybe a chaurus, uses a web attack, and thus no other enemy would make sense if they swapped it out, whether the player could choose the model or not, with something else.
But, again, it doesn't have to make sense.
Beyond that, why would other players have to know that I have a wolf attacking me and not a spider, if it can use the same mechanics as a spider? Nothing has to be redesigned because the same mechanics could still be in place no matter what model someone uses.
Beyond even that, if they wanted to make sure that things wouldn't get too out of hand, they could always cherry pick the models that can be swapped. Want to swap a flying model out? You have to choose a model that can already fly. Want to swap out daedra? You must swap it out for a different daedra.
Same thing could be done for spiders, it can just limit it to enemies that have similar (though it doesn't necessarily have to be a webbed attack, but something that *acts* like the webbed attack) attack mechanics.
Again, this is something that is done client side, and not server side, so the only person affected would be the one with arachnophobia mode. It wouldn't affect anyone else. Not even other people in shared instances (after all, we have tons of addons that add various functionalities to the game that are also all client side and other people don't see them, so I don't see a reason why there couldn't be something where the model can be switched out client side as well. Sure, it might take a bit of brainpower and thinking to do it, but as others have said, other games, including WOW are doing this as well, so it should be possible)
Edit: completely unrelated, but ...is anyone else seeing the forums with a different font? the font is bigger and seems to be thinner than normal, and I haven't changed any settings at all on my end, nor updated anything
If it doesn't have to make sense, then what would footage of said mode say about the public image of ESO to potential new players? If a new player wants to watch a walkthrough for a dungeon, but all of the spiders are replaced with wolves, wouldn't they be confused to see spiders in the actual dungeon?
Further, if players are given the freedom to swap models of their choice, then wouldn't that have implications for competitive PvP play? What about the spiders which come from abilities and sets which need to be telegraphed, such as the Trapping Webs ability or its morphs, or the Spawn of Mephala monster set? If a player could make those spiders look like something else, they could more easily see at a glance what ability is being used — or perhaps they might not know which morph of Trapping Webs is being used if the appearance of the spiders change with the morph.
spartaxoxo wrote: »I just joked but talking seriously: I'm not against more accessibility features. But as someone stated well before if you work to solve this particular issue which doesn't seem to be "huge", there would be a neverending cascade of requests for snakes and whatsoever, each one requiring time and money to achieve, resources that could be spent elsewhere.
Slippery slope fallacy. Other games have arachnophobia accomodations and this did not happen.
Has not happened yet.
As someone pointed out, this can be considered a medical accommodation. This is why I referred to phobias as worthy of optioning, but also brought up zoophobia and asked where does the line get drawn. The answer is that it never does get drawn. There is always going to be another phobia. Maybe not today, or this year, but it will come.