It was probably more along the lines of a discussion on how they could best give the player an experience where they (the player) felt like a hero, and that their individual choices were making an impact in the world.
In a lot of developer discussions (not just for this game, but industry in general) there's talk of how to use phasing to tell the individual story in an MMO, where it's easy to get lost in the mass of people, all on the same quest as you.
I do think they went a tad overboard with it being forced, but can see where they may have at least wanted to try it, or thought it fit best with their game/vision. SWTOR kind of did the same in the beginning, where people could join you on your story missions, but only if they were a different class. I don't know if it's still that way, and that doesn't make it a good decision.. but it is something heavily story driven.
I personally disapprove of forced soloing and forced grouping when talking about the main storyline of games. Don't mind either for side stuff.
I'm for player choice, especially when it doesn't impact how other players want to experience the game. 2 players want to group for a main story quest, fine, what's the problem? I'm surprised it's even controversial.
I'm in general surprised at how ESO devs have artificially narrowed how players are able to enjoy the game via their bonehead reward system. One of the first polls on launch was for xp equalization caused after players realized that most of their xp derived from one source: quest completion.
The poll requested the obvious: allow players to do what they liked with the content (dungeons, pvp, questing, grouping for the quests, and so on) by allowing them to progress similarly doing so. You like questing, go quest, pvp, go pvp, dungeons, go dungeoning, and so on - you know, what EVERY other premium MMO out there already does. Freedom to play your character how you like - kind of a supposed hallmark for ES titles.
Have not heard a peep from ZoS on this topic.
Character progression flexibility will win you a diverse, stable playerbase from which to develop your game. Am I missing something?
I would agree with you here. There are a few exp things I want to see boosted (like exp from dungeons in general, and PvP).. and then some things where I wished they provided different paths for different people. I love going through Veteran content, and being able to see all the content on one character. Lots of people don't.. and they shouldn't be made to only have Veteran content as their option.
In FFXIV:ARR I hated that group dungeons were a required portion of the storyline. You -had- to do them to unlock other areas to travel to, get your mount, and just advance in general. ..and it wasn't just one dungeon. It was three dungeons in a row.. and dps queues were essentially the same as they are in every game.. long. I feel the same way about forced solo content. It doesn't belong in a place that forces people to do it.
Now, where it gets kinda into a grey area is how a story person wants you to experience their game. Choices are good for the player, but may be bad for the designers vision.. and depending on how important that vision is, the designer may be willing to sacrifice some subscriptions (I know FFXIV:ARR has stated their goal is 600k subs, as an example.. they happen to have more, which is good.. but they also aren't majorly changing things to try and appease angry forum goers/keep subs.. they're sticking to their vision). SWTOR had a similar system at launch, and while it is F2P now, it certainly wasn't that way at launch (and wasn't until about 13 months after release). That could speak to how well the system was received, or it could just be coincidence. Most the rants about SWTOR I hear involve poor endgame, with little options for people to do much after the storyline ended.
So it's sorta a balance between what the company is willing to budge on, and what players want. How much does allowing other heroes into the instance destroy the sense of accomplishment for the average player, and how adamant is the company about making sure the story is experienced in a certain way in a heavily story based game? I am not sure it really fits with an TES game, but that's just me... and unfortunately I didn't design any part of the game.
In a lot of developer discussions (not just for this game, but industry in general) there's talk of how to use phasing to tell the individual story in an MMO, where it's easy to get lost in the mass of people, all on the same quest as you.
Does WS let you exploit as much as ESO did?Kyle_Roberts wrote: »Got to V2, had around 26million gold (picture above is to kinda prove it)
Friend gave me Wildstar guest key, never looked back at ESO since.
Sadly, no you didn't. But feel free to believe what you like.Compared to WS, ESO is a masterpiece in regard to graphics.Some folks like playing "Bunnies in Space" but I just couldn't see getting into a game with characters like this:
The suspension of disbelief would just be too difficult to pull off, and I've no interest in spending time in a universe of cartoonish space bunnies and hamsters.
Believe me, the graphics are the least of its problems, I think the clunky combat, terrible performance even on powerful systems and the horrid quests get the podium
The combat's a hell of a lot tighter than in ESO.
Don't care - still looks like some freakish hybrid of a bad Japanese anime flick and a Tom and Jerry cartoon, complete with cartoonish hamsters and bunnies.
Sorry, but just can't get into something like that. Perhaps were I a teenager...
Yeah cos ESO is real mature...
This apple is a masterpiece, that orange not so much.
Huh?
I'll make it easier for you to understand:
WS graphics = crap
ESO graphics = good
LoL I understood it the first time. Do you get it now?
You're right I didn't understand your utterly serious declamation that by god WS graphics in truth suck eggs in comparison to ESO graphics - which are a "masterpiece!"
Speaking of "masterpieces," I'm sure you with utter seriousness would also suggest something like the Les Demoiselles d’Avignon in truth completely sucks eggs in comparison to the Mona Lisa! I chuckle just writing it.
Piece of impudent advice: keep away from guns if you're headed to the museum. "But I like both Mommy!" "No you don't kid." Bang!
steveb16_ESO46 wrote: »
In a lot of developer discussions (not just for this game, but industry in general) there's talk of how to use phasing to tell the individual story in an MMO, where it's easy to get lost in the mass of people, all on the same quest as you.
Yet everywhere we go, even in quest chains that are dreams or visions of the past, there are mobs of players.