Let me ask you this what what ruins your gameplay immersion more the option to turn on and off nameplates or 300 gold farmers camping a boss. Constant crashes that take you to login screens. Gold spammers in chat 24/
So, you think nameplates would stop boss camping and gold spamming somehow? Or maybe you just think a false dichotomy is a good argument...
No.. I am saying that the argument that nameplates would ruin immersion is tiresome when there are boss campers, gold spammers etc that ruin immersion more.. I have no idea what 'dichotomy' means sorry.
Sounds terrible.
'Immersive' doesn't work in MMOs, I have to put up with people like you. Given the attitude you went on to display in the rest of your post you're clearly someone I don't want to have to encounter at all.
Of course, it'll never happen, as the small numbers you would need to play with 'friends' would mean the game dies years before.
Requiemslove wrote: »I have got to bring this up, its a small point about the "solo" dungeons. Why not...just make it so that for every player who goes into a "solo" dungeon, it is instanced specifically to that player, as is the case with some quest content? Why not? After all, you DO have group dungeons that are specifically there for the purpose of doing things in a group, and surely no one would be stupid enough to enter one of those and try and do it alone. So why not just make it so the solo dungeon really IS just you, on your tod, with no other players able to intrude on your solo dungeon experience. This is not rocket science. Many Mmos have done this before. Do this, you cut out the loot-bots and you cut out the immersion breaking because no other player can intrude on YOUR solo dungeon. A good example of how to do this would be EQ2, just put up an option on the dungeon entrance to go into a "solo" instance of that specific dungeon or a more hard-core instance where other players can intrude upon your dungeon. As it stands now, the solo dungeons are anything but solo.
Thechemicals wrote: »While i agree with the OP, i think his approach could have been better. Immersion and things that can degrade it is not a stupid comment made by players who are obsessed with rpg. All grand scale videos games have immersion with cinematics,story, and items that have flavor text/descriptions. This is because because the majority of the population wants immersion in media, not utility.
Elder scrolls is an immersive role playing game since its creation until now. The elder scrolls online game is designed to attract that fanbase which is a large sum of revenue. The Elder scrolls is an immersive game offering players a chance to multiplay with others in that core setting via mmo. Chew on that for a while and if it tastes bad, move on to another game.
Sorry English isn't my 1st language and I may not have been clear in my wording. You make very valid points and I agree with the majority of what you say. The major issue I see is that RPG players wont commit to a game for 5 years + playing everyday like some MMO player. Thus surely ESO has a limited existance if it doesnt appeal to MMO players..?
Thechemicals wrote: »Thechemicals wrote: »While i agree with the OP, i think his approach could have been better. Immersion and things that can degrade it is not a stupid comment made by players who are obsessed with rpg. All grand scale videos games have immersion with cinematics,story, and items that have flavor text/descriptions. This is because because the majority of the population wants immersion in media, not utility.
Elder scrolls is an immersive role playing game since its creation until now. The elder scrolls online game is designed to attract that fanbase which is a large sum of revenue. The Elder scrolls is an immersive game offering players a chance to multiplay with others in that core setting via mmo. Chew on that for a while and if it tastes bad, move on to another game.
Sorry English isn't my 1st language and I may not have been clear in my wording. You make very valid points and I agree with the majority of what you say. The major issue I see is that RPG players wont commit to a game for 5 years + playing everyday like some MMO player. Thus surely ESO has a limited existance if it doesnt appeal to MMO players..?
How do you know rpg players wont commit? Youre guessing.
Requiemslove wrote: »I have got to bring this up, its a small point about the "solo" dungeons. Why not...just make it so that for every player who goes into a "solo" dungeon, it is instanced specifically to that player, as is the case with some quest content? Why not? After all, you DO have group dungeons that are specifically there for the purpose of doing things in a group, and surely no one would be stupid enough to enter one of those and try and do it alone. So why not just make it so the solo dungeon really IS just you, on your tod, with no other players able to intrude on your solo dungeon experience. This is not rocket science. Many Mmos have done this before. Do this, you cut out the loot-bots and you cut out the immersion breaking because no other player can intrude on YOUR solo dungeon. A good example of how to do this would be EQ2, just put up an option on the dungeon entrance to go into a "solo" instance of that specific dungeon or a more hard-core instance where other players can intrude upon your dungeon. As it stands now, the solo dungeons are anything but solo.
^this^ with the ability to bring group members into them and scale the difficulty based on the amount of ppl in the group
Requiemslove wrote: »Requiemslove wrote: »I have got to bring this up, its a small point about the "solo" dungeons. Why not...just make it so that for every player who goes into a "solo" dungeon, it is instanced specifically to that player, as is the case with some quest content? Why not? After all, you DO have group dungeons that are specifically there for the purpose of doing things in a group, and surely no one would be stupid enough to enter one of those and try and do it alone. So why not just make it so the solo dungeon really IS just you, on your tod, with no other players able to intrude on your solo dungeon experience. This is not rocket science. Many Mmos have done this before. Do this, you cut out the loot-bots and you cut out the immersion breaking because no other player can intrude on YOUR solo dungeon. A good example of how to do this would be EQ2, just put up an option on the dungeon entrance to go into a "solo" instance of that specific dungeon or a more hard-core instance where other players can intrude upon your dungeon. As it stands now, the solo dungeons are anything but solo.
^this^ with the ability to bring group members into them and scale the difficulty based on the amount of ppl in the group
Yes, indeed, only problem with that is the reality is often much harder to pull off. Each dungeon would need a pre-set difficulty curve for the amount in a group. And, of course some solo dungeons have tougher enemies than others, so that too has to be balanced. And yes, you then have the question of loot, and making sure each defeated foe has something for everyone in the group. The main question is why should you even be allowed to group up for a solo dungeon. and have more than 1 player in a solo dungeon? If they can make it so that the dungeon is beatable, by all players, with any class, playing with ANY build, there wont be a need for anyone ever to feel like they need help in a dungeon, and that will make the dungeon as it should be. That said, the combat must not become easy, a player going through a solo dungeon must be kept on their toes. Zenimax can go one of two ways here, I feel.
Requiemslove wrote: »Requiemslove wrote: »I have got to bring this up, its a small point about the "solo" dungeons. Why not...just make it so that for every player who goes into a "solo" dungeon, it is instanced specifically to that player, as is the case with some quest content? Why not? After all, you DO have group dungeons that are specifically there for the purpose of doing things in a group, and surely no one would be stupid enough to enter one of those and try and do it alone. So why not just make it so the solo dungeon really IS just you, on your tod, with no other players able to intrude on your solo dungeon experience. This is not rocket science. Many Mmos have done this before. Do this, you cut out the loot-bots and you cut out the immersion breaking because no other player can intrude on YOUR solo dungeon. A good example of how to do this would be EQ2, just put up an option on the dungeon entrance to go into a "solo" instance of that specific dungeon or a more hard-core instance where other players can intrude upon your dungeon. As it stands now, the solo dungeons are anything but solo.
^this^ with the ability to bring group members into them and scale the difficulty based on the amount of ppl in the group
Yes, indeed, only problem with that is the reality is often much harder to pull off. Each dungeon would need a pre-set difficulty curve for the amount in a group. And, of course some solo dungeons have tougher enemies than others, so that too has to be balanced. And yes, you then have the question of loot, and making sure each defeated foe has something for everyone in the group. The main question is why should you even be allowed to group up for a solo dungeon. and have more than 1 player in a solo dungeon? If they can make it so that the dungeon is beatable, by all players, with any class, playing with ANY build, there wont be a need for anyone ever to feel like they need help in a dungeon, and that will make the dungeon as it should be. That said, the combat must not become easy, a player going through a solo dungeon must be kept on their toes. Zenimax can go one of two ways here, I feel.
are you talking about public dungeons? because i haven't run into any solo dungeons unless you count the main storyline,
that aside, i don't think we should shy away from good features because they are hard, zos isn't paid to take the easy road, lol.
i'm not saying waste time and resources currently needed for more important things, i'm thinking implement this when things slow down and it wouldn't slow anything else more important down to implement this .
GL making some friends and grouping up.. I tried my best to group and do quests however the phasing means its impossible. People disappearing, it doesn't recognize if one of your group kills a mob you all have to kill that exact same mob, you cannot complete puzzles as a group. These are all basic things that destroy the grouping aspect of the game for me.
"might I suggest call of duty" its people like you that make the vast majority of other players hate the ES snobs.
I am just saying as someone who as played a lot of mmos I think there are some major issues when it comes to the MM part of this MMO.
Hardly any content available to do in a group - group dungeons being the only thing you can do. Any other content ?
There is no encouragement to group with other players at all.
"It will ruin the immersion". I am sick to death of hearing this stupid comment. If you want to play a 1 player RPG go and play one. This is supposed to be an MMO that you play with other people. So far this fear of breaking immersion has lead to so many flaws in the game.
and yet you're quite happy to tell people who like immersion to go play a different game. I agree that the social side of ESO needs work, but you don't do your argument any favours by playing the blame game, or insulting people ("blinkered TESO fanboys", for example). Dividing players into factions and accusing one of those factions of being stupid and killing the game is a great way of souring the community for everyone.Its the 'go play wow/COD caps lock fools' that annoy me to the core.
OP...completely disagree. You can have both. I love that it's a MMO, but when you have Bots destroying the public dungeons it gets old very fast! I have yet to encounter a dungeon without these idiots in there. Once they are gone, then it will not be so bad. I can quest, and be happy that others in there will be doing the same that I will be...hell, I might even make some friends by grouping up!
OP...completely disagree. You can have both. I love that it's a MMO, but when you have Bots destroying the public dungeons it gets old very fast! I have yet to encounter a dungeon without these idiots in there. Once they are gone, then it will not be so bad. I can quest, and be happy that others in there will be doing the same that I will be...hell, I might even make some friends by grouping up!
I really need to know what the hell does seeing other people doing what they want to do in a public dunged hurt your experience?
OP...completely disagree. You can have both. I love that it's a MMO, but when you have Bots destroying the public dungeons it gets old very fast! I have yet to encounter a dungeon without these idiots in there. Once they are gone, then it will not be so bad. I can quest, and be happy that others in there will be doing the same that I will be...hell, I might even make some friends by grouping up!
I really need to know what the hell does seeing other people doing what they want to do in a public dunged hurt your experience?
I am just saying as someone who as played a lot of mmos I think there are some major issues when it comes to the MM part of this MMO.
Really? Die hard TES fans oppose grouping tools? This is nonsense. Some TES players swear by the single player experience, true, but they either don't play ESO at all or stick to soloing. They do not use grouping tools, ergo they don't care how grouping works. Everybody else wants a good grouping system. I'll go a step further and say that it's needed to increase immersion; you think seeing floating arrows insetad of your friends is immersive? or having to solve a puzzle to progress even though your quest partner already did it?So far this fear of breaking immersion has lead to so many flaws in the game. Lack of status effects, nameplates, a good grouping system, phasing issues that basically ruin any grouped gameplay. And when these issues are brought up the die hard ES fans bring back this buzz word.
RPG players are the funny kind of people who replay a game 15 times to see different outcomes and try new builds. TES players specifically are even funnier, they spend thousands of hours on a single game and happily play it for a decade.Thechemicals wrote: »While i agree with the OP, i think his approach could have been better. Immersion and things that can degrade it is not a stupid comment made by players who are obsessed with rpg. All grand scale videos games have immersion with cinematics,story, and items that have flavor text/descriptions. This is because because the majority of the population wants immersion in media, not utility.
Elder scrolls is an immersive role playing game since its creation until now. The elder scrolls online game is designed to attract that fanbase which is a large sum of revenue. The Elder scrolls is an immersive game offering players a chance to multiplay with others in that core setting via mmo. Chew on that for a while and if it tastes bad, move on to another game.
Sorry English isn't my 1st language and I may not have been clear in my wording. You make very valid points and I agree with the majority of what you say. The major issue I see is that RPG players wont commit to a game for 5 years + playing everyday like some MMO player. Thus surely ESO has a limited existance if it doesnt appeal to MMO players..?
Sorry English isn't my 1st language and I may not have been clear in my wording. You make very valid points and I agree with the majority of what you say. The major issue I see is that RPG players wont commit to a game for 5 years + playing everyday like some MMO player. Thus surely ESO has a limited existance if it doesnt appeal to MMO players..?
Requiemslove wrote: »Requiemslove wrote: »Requiemslove wrote: »I have got to bring this up, its a small point about the "solo" dungeons. Why not...just make it so that for every player who goes into a "solo" dungeon, it is instanced specifically to that player, as is the case with some quest content? Why not? After all, you DO have group dungeons that are specifically there for the purpose of doing things in a group, and surely no one would be stupid enough to enter one of those and try and do it alone. So why not just make it so the solo dungeon really IS just you, on your tod, with no other players able to intrude on your solo dungeon experience. This is not rocket science. Many Mmos have done this before. Do this, you cut out the loot-bots and you cut out the immersion breaking because no other player can intrude on YOUR solo dungeon. A good example of how to do this would be EQ2, just put up an option on the dungeon entrance to go into a "solo" instance of that specific dungeon or a more hard-core instance where other players can intrude upon your dungeon. As it stands now, the solo dungeons are anything but solo.
^this^ with the ability to bring group members into them and scale the difficulty based on the amount of ppl in the group
Yes, indeed, only problem with that is the reality is often much harder to pull off. Each dungeon would need a pre-set difficulty curve for the amount in a group. And, of course some solo dungeons have tougher enemies than others, so that too has to be balanced. And yes, you then have the question of loot, and making sure each defeated foe has something for everyone in the group. The main question is why should you even be allowed to group up for a solo dungeon. and have more than 1 player in a solo dungeon? If they can make it so that the dungeon is beatable, by all players, with any class, playing with ANY build, there wont be a need for anyone ever to feel like they need help in a dungeon, and that will make the dungeon as it should be. That said, the combat must not become easy, a player going through a solo dungeon must be kept on their toes. Zenimax can go one of two ways here, I feel.
are you talking about public dungeons? because i haven't run into any solo dungeons unless you count the main storyline,
that aside, i don't think we should shy away from good features because they are hard, zos isn't paid to take the easy road, lol.
i'm not saying waste time and resources currently needed for more important things, i'm thinking implement this when things slow down and it wouldn't slow anything else more important down to implement this .
If you look on the map you will see it lists which dungeons are designed to be solo dungeons, and which are designed to be group dungeons. I am talking about in the open world, not some area you reach via quest progression, as that is more instanced fare. Now I don't know if it was TESO's intention, to have lots of players running around trying to do the same dungeon quests and getting in each others way. Talking to an NPC, and so another player has to wait a while for it to reset, picking up objects you need for quests, which the other player clearly sees you intend to get, so that player sprints ahead...was it TESO's intention to make so called solo dungeon quest progression a nightmare? And so, eventually as it was bound to do, because TESO made it so damn easy for them, the Loot-bots come and camp solo dungeon bosses. Was that TESO's intention too? I think not. And if you DO group with 3 others...was it TESO's intention to make everyone have to still do the quest, like picking up every single one of the 8 [x] you have to get...surely if you are in a group of 4, why can you not have it so 1 player gets 2 of [x] each, and that makes the quest done? Sorry, I do not mean to rant, but as things stand in this game trying to complete a so called solo dungeon by yourself or in a group is a chore that seems not worth the time. They either need to fix the phasing issues, so that people can complete solo dungeon content without pissing off other players, or make it so solo dungeons truly are solo. One thing is for sure though, first they have to kill off the loot bots.
stylernaku wrote: »...more unjustified negativity, which when you really get down to it is unjustified...
"It will ruin the immersion". I am sick to death of hearing this stupid comment.