Gern_Verkheart wrote: »"Perfection" is a matter of opinion; you will never have "the perfect MMO."
I'll take a quick stab:
1. Balance classes; balance stam-magicka builds; balance weapon lines.
2. Get rid of major bugs - in Cyrodiil first.
3. Balance character progression - spread the XP around so players have a choice to level in dungeons, PvP, or questing (don't stack all the XP into quest completion - it's an MMO remember?).
4. Import DAOC realm ranks wholesale, tailoring it to this game.
5. After done with 4, increase veteran content quest rewards by %5000 or replace the content entirely, because questing in other factions is poor game design, breaks the narrative, and kills the game for too many players.
GrimCyclone wrote: »I don't think it can be the perfect mmo. I think the single player version of eso just doesn't translated well into mmo archetype. There's just something about it that's not supposed to be mmo. It's multiplayer.
I remember in Skyrim when I had a few companions at a time on the way to that one place with Esbern to find some Blades training area or whatever it was. I had like 4 companions total. I thought to myself, "Now this would be fun if these were real people." But you know what? I also like having companions too.
I just wanted something like Skyrim, but with multiplayer support. I think you'd have to make ESO totally unique to make it a real mmo. There's just something off about it.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
andreas.rudroffb16_ESO wrote: »I'll take a quick stab:
1. Balance classes; balance stam-magicka builds; balance weapon lines.
2. Get rid of major bugs - in Cyrodiil first.
3. Balance character progression - spread the XP around so players have a choice to level in dungeons, PvP, or questing (don't stack all the XP into quest completion - it's an MMO remember?).
4. Import DAOC realm ranks wholesale, tailoring it to this game.
5. After done with 4, increase veteran content quest rewards by %5000 or replace the content entirely, because questing in other factions is poor game design, breaks the narrative, and kills the game for too many players.
what makes me feel you are only playing AvA (as a NB or DK)
andreas.rudroffb16_ESO wrote: »"Elder Scrolls Online and what can be done to make it the perfect MMO" :
swap Zenimax for another developper (that communicates and works with and for players), then give them 6 months (unpaid beta for current subscribers)
Illuvatarr wrote: »This is simply an incredible game in the making when all factors are taken into account.
andreas.rudroffb16_ESO wrote: »"Elder Scrolls Online and what can be done to make it the perfect MMO" :
swap Zenimax for another developper (that communicates and works with and for players), then give them 6 months (unpaid beta for current subscribers)
Clearly you've never played a Turbine game.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
LOL PVP game.Illuvatarr wrote: »Nah they aren't that bad. The game storyline, graphics and lore are very very good. I just don't understand how they so deeply and comprehensively ignored anything resembling the concept of class balance in a pvp game.
While I totally agree the post-50 PVP content in this game sucks big time, it was a cheap and cheesey way to drag out the leveling to cap .. which is ironic since they raised that cap to VR12 on a 1990s group-or-GTFO style post-VR10 .. your idea can fly.Make the VR content consist of the multiple planes of Oblivion. Have some dynamic quest model when I can go and get random quests to explore those planes/kill exotic enemies there. Have some great loot drops. Become friend or foe with each Daedric Prince. Keep the difficulty and keep the very slow leveling pace of VR, but with enough new and randomized content to keep it interesting. .
ruze84b14_ESO wrote: »andreas.rudroffb16_ESO wrote: »"Elder Scrolls Online and what can be done to make it the perfect MMO" :
swap Zenimax for another developper (that communicates and works with and for players), then give them 6 months (unpaid beta for current subscribers)
Clearly you've never played a Turbine game.
Or something made by Perfect World/Cryptic.
fromtesonlineb16_ESO wrote: »While I totally agree the post-50 PVP content in this game sucks big time, it was a cheap and cheesey way to drag out the leveling to cap .. which is ironic since they raised that cap to VR12 on a 1990s group-or-GTFO style post-VR10 .. your idea can fly.
To do what you suggest would have delayed the game for 6 months at least, the bean counters already clearly forced it out before it was ready, the VR content as it exists was cheap and easy to deploy .. buff the mobs insanely to make things drag out endlessly.
O certainly don't agree it needs to be the dame horrible grind as it is now, this is LEVELING content not end-game, we don't need mindlessly numbing grinds to level in post-1990s games.
steveb16_ESO46 wrote: »ruze84b14_ESO wrote: »andreas.rudroffb16_ESO wrote: »"Elder Scrolls Online and what can be done to make it the perfect MMO" :
swap Zenimax for another developper (that communicates and works with and for players), then give them 6 months (unpaid beta for current subscribers)
Clearly you've never played a Turbine game.
Or something made by Perfect World/Cryptic.
I've recently revisited Star Trek Online (PW/C) and really like what they've done to the game. I've nothing against F2P if that's the only way a game can survive. And if a game goes F2P it should just go for it.
PW really know how to go for it. Sure, you can buy slightly better this and that but the basic F2P game is very strong.
What they do well is being able to convert in-game currency (dilithium) to Zen in an achievable way. Even a novice like me has no trouble earning 8000 dilithium in a day and in 10 days that would convert to enough Zen to buy a starship in the Store that would cost £8 or so.
But what I like most of all is player created content. I don't really care what people are spending their money on. The only time it would theoretically impact on me is in PvP and in that arena I'm super-confident that my own lack of skill will be the decisive factor. All the rest of the time I benefit from it in group content.
Meanwhile there's tons of new free content and a depth and breadth to the game and the universe that means there's always something you feel like doing. It's strong both as solo, group and fleet game-play.
For a Trek fan like me PW have turned it into a great game. Lifetime sub sale now on and taken advantage of.
But - ESO I want to stay as a strong sub based game. It's too focused to benefit from the PW treatment. Sandbox type games work better. Although I wouldn't say no to the Foundry player-made content system because both in STO and Neverwinter I've played some outstanding stuff.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
fromtesonlineb16_ESO wrote: »LOL PVP game.Illuvatarr wrote: »Nah they aren't that bad. The game storyline, graphics and lore are very very good. I just don't understand how they so deeply and comprehensively ignored anything resembling the concept of class balance in a pvp game.
PVP is a side-issue, put in to attract the PVP crowd. It's entirely irrelevant to the game overall, it's thankfully put into it's own little area out of the way.
Sadly though PVPer QQing is endless and as in most other MMOs PVEers are continually being nerfed to Oblivion as ZOS try to pander to this QQ .. they'll never win of course because PVPers are never happy, most whine about imbalance until it's their class that's OP in a never-ending zero-sum game whose only effects is to destroy the game the majority play: the PVE content.