adriant1978 wrote: »They could also do a lot of work to improve quest area clean-up. Nothing kills immersion and a sense of achievement like completing a quest to drive bandits out of a town, only for the town to still be full of hostile bandits. I thought phasing was supposed to ensure this didn't happen.
They could at least do what someone else in this thread suggested: Quest-Area clean-up.
Why is bleakrock locked in endless war???
Why not try finding ways of moving away from the constant grinding then?
I see all other existing games as inadequate, otherwise I would be playing one of them instead.
https://www.youtube.com/watch?v=xn_h9L4l2Rg Then I will try again, with cliff notes for your logic:
Point One:Why not try finding ways of moving away from the constant grinding then?
The game is inadequate because I have to kill mobs to explore, which you call grinding. So, you are asking ESO to change how their game works.
Pont Two:I see all other existing games as inadequate, otherwise I would be playing one of them instead.
You dont play inadequate games.
Conclusion:
You need to find another game.
MasterSpatula wrote: »I tend to agree, I would like to get the balance more on the joy of exploration side of things and less on the constant combat side.
But if you think that not being able to go two steps without getting into a fight makes it less like earlier Elder Scrolls games, I don't know what Elder Scrolls games you were playing.https://www.youtube.com/watch?v=xn_h9L4l2Rg
MasterSpatula wrote: »I tend to agree, I would like to get the balance more on the joy of exploration side of things and less on the constant combat side.
But if you think that not being able to go two steps without getting into a fight makes it less like earlier Elder Scrolls games, I don't know what Elder Scrolls games you were playing.https://www.youtube.com/watch?v=xn_h9L4l2Rg
This one had a stache of goodies on a ledge outside Solitude front gate, to refine and level up skills, until he finally could get a house in town. Every time he went to it, a dragon would appear trying to kill him. Maybe the mobs were not as dense, but they sure were deadly. Got more exciting when a dragon AND vampire assassins showed up and started killing guards and villagers.
Thanks, mate. His comment gave me a headache.Then I will try again, with cliff notes for your logic:
Point One:Why not try finding ways of moving away from the constant grinding then?
The game is inadequate because I have to kill mobs to explore, which you call grinding. So, you are asking ESO to change how their game works.
Pont Two:I see all other existing games as inadequate, otherwise I would be playing one of them instead.
You dont play inadequate games.
Conclusion:
You need to find another game.
Actually that was me, not him you should be addressing that towards. And as to your rather clever retort, 1) saying maybe we should start thinking of ways to move away from building a game around constant grinding is meant as a philosophical question about the direction of RPGs and MMOs in general. ESO is built around that for absolutely no other reason than that's what WoW and other early games did, and everyone has simply copied since. Is that asking Zos to change how their games work? I think it's asking game makers in general to think about how we innovate new models so not everything is just a cookie cutter WoW clone.
2) saying a game could be better, saying a good game could be a great game, is not synonymous with saying it's inadequate. It's simply saying it's good, but there are ways to make games better. Or to put that in more simple terms for you:
1) Inadequate = will not play
2) Could be better ≠ inadequate
3) Could be better ≠ will not play
Merlin13KAGL wrote: »I'm opting for none of the above.
Give the mobs a roaming factor. The tethering and unchanging aspect about it are what make it bothersome.
Sometimes camps are camps, but if certain things were more dynamic, it would make the world more believable.
The quantity of bad guys does not seem unbelievable given the wartime/harsh scenario.
Having said bad guys respawn from thin air right in front of you, though...
It was this way, but it also made it so players at different stages could not group. I remember my first time to cold Harbour and you couldn't use to bank and other things until you saved the town.adriant1978 wrote: »They could also do a lot of work to improve quest area clean-up. Nothing kills immersion and a sense of achievement like completing a quest to drive bandits out of a town, only for the town to still be full of hostile bandits. I thought phasing was supposed to ensure this didn't happen.
No, I disagree. Currently I can walk exploring, bashing away everything that pops up. Some crocodile might annoy me at times but overall for a MMO the mob density and respawn time is great.This is a great idea and would absolutely make it feel more like an Elder Scrolls game.
Thin out the mobs. Make each mob tougher and worth more xp. Win.
No, I disagree. Currently I can walk exploring, bashing away everything that pops up. Some crocodile might annoy me at times but overall for a MMO the mob density and respawn time is great.This is a great idea and would absolutely make it feel more like an Elder Scrolls game.
Thin out the mobs. Make each mob tougher and worth more xp. Win.
And: I don't care the tinyest bit für "more like an Elder Scroll game". This is ESO, I love it the way it is. And yes I do explore on and on, even with twinks again. This is one point what makes this game cool for me, the joy I find in exploring Tamriel in ESO.
They said they would improve some of the mob AI with the introduction of the Justice System in update 6. But I don't know if this applies only to city npcs or also to over-world enemy mobs.adamastorx wrote: »Wasn't there a post from one of the devs, at launch, I think, saying they planned to improve, on the long run, mob behavior and AI, make them more active and to make the world feel more alive? I remember having read that somewhere...
adriant1978 wrote: »They could also do a lot of work to improve quest area clean-up. Nothing kills immersion and a sense of achievement like completing a quest to drive bandits out of a town, only for the town to still be full of hostile bandits. I thought phasing was supposed to ensure this didn't happen.