If you like small group PvP (2-4 players) and solo PvP check out my videohttps://youtube.com/watch?v=jechGImtFio
SPOILER: The first 40 seconds of the video contains a scene from the final Molag Bal boss fight!
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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.
If you like small group PvP (2-4 players) and solo PvP check out my videohttps://youtube.com/watch?v=jechGImtFio
SPOILER: The first 40 seconds of the video contains a scene from the final Molag Bal boss fight!
.
If you like small group PvP (2-4 players) and solo PvP check out my videohttps://youtube.com/watch?v=jechGImtFio
SPOILER: The first 40 seconds of the video contains a scene from the final Molag Bal boss fight!
.
A few people have pointed out the same problems I mentioned like how a finisher could adversely effect gameplay. What about real time finishers though? Look at Halo 4 for example. Assassinations are in real time and they work. ESO could even make the animation quicker so the player isn't vulnerable for too long.
A few people have pointed out the same problems I mentioned like how a finisher could adversely effect gameplay. What about real time finishers though? Look at Halo 4 for example. Assassinations are in real time and they work. ESO could even make the animation quicker so the player isn't vulnerable for too long.
This is ZOS we're talking about. 343 has the skill, budget, and ability to pull that sort of thing off seamlessly. If ZOS tried it I can guarantee it would have several bugs associated to it and occasionally, if not often, never work at all. Maybe YEARS down the road, when ZOS can figure out how to simply make a character model that does not bug out and display the wrong weapon after a weapon swap we'll talk more advanced game design. These kids are green and still learning the basics (like how to make health bars properly update), as cool as it might be to have kill finishers these devs don't have what it takes to make it happen. Though I will admit those newbies did a good job recently when they finally learned how to color...really, solid dye system. So now that they have coloring down pat they may graduate to more substantial things next. They grow up so fast, but getting to finishers? Love the idea, but I doubt the ability.
If you like small group PvP (2-4 players) and solo PvP check out my videohttps://youtube.com/watch?v=jechGImtFio
SPOILER: The first 40 seconds of the video contains a scene from the final Molag Bal boss fight!
.
MercyKilling wrote: »No.
Go play Mortal Kombat(any one of the multitides of versions) or GW2.
MercyKilling wrote: »No.
Go play Mortal Kombat(any one of the multitides of versions) or GW2.
This.
There are way too many players trying to turn this game into COD/Mortal Kombat/My Little Pony/Littlest Pet Shop/The Sims
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.
ruze84b14_ESO wrote: »On the actual point of discussion, does the addition of a mechanic that was present in a prior Elder Scrolls game (such as classes from Daggerfal/Arena, or racial passives from all, etc) constitute a 'distortion' of the common core of the game?
I don't personally think so. Not only do I feel that prior Elder Scrolls precedent can be claimed for finisher animations, but I also feel that it gives a significant feeling of impact and action that many MMO's can't come close to.
ruze84b14_ESO wrote: »On the actual point of discussion, does the addition of a mechanic that was present in a prior Elder Scrolls game (such as classes from Daggerfal/Arena, or racial passives from all, etc) constitute a 'distortion' of the common core of the game?
I don't personally think so. Not only do I feel that prior Elder Scrolls precedent can be claimed for finisher animations, but I also feel that it gives a significant feeling of impact and action that many MMO's can't come close to.
First they have to keep PvP from crashing every 30 seconds. Then they can work on other things, such as this.
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.
ruze84b14_ESO wrote: »ruze84b14_ESO wrote: »On the actual point of discussion, does the addition of a mechanic that was present in a prior Elder Scrolls game (such as classes from Daggerfal/Arena, or racial passives from all, etc) constitute a 'distortion' of the common core of the game?
I don't personally think so. Not only do I feel that prior Elder Scrolls precedent can be claimed for finisher animations, but I also feel that it gives a significant feeling of impact and action that many MMO's can't come close to.
First they have to keep PvP from crashing every 30 seconds. Then they can work on other things, such as this.
Oh, so the discussion is now going to go into the how developer assets are commonly divided into multiple small groups with individual and separate focuses in order to accomplish more tasks simultaneously? Whereas common practice proves that the more hands dedicated to the same task or overlapping the same piece of code, the less effective the team becomes and the less work is done?
Or how this mechanism of micro-teams allows the addition of new content, the revision of old content and the fixing of broke content all at the same time, thus making those players who have finished all content, those players who are *almost* happy with current content and those players who are consecutively plagued by bugs all generally happy at approximately the same rate, ending in far more successful retention than focusing on any one subset of the playerbase?
Short form: you're right, they do need to fix that. But not every player has those problems. So if they have a team which ISNT working on that, maybe something like this would breath a little life into the game for those of us who are relatively bug free but generally bored, while we all wait on something new.
If you like small group PvP (2-4 players) and solo PvP check out my videohttps://youtube.com/watch?v=jechGImtFio
SPOILER: The first 40 seconds of the video contains a scene from the final Molag Bal boss fight!
.