Lord_Kreegan wrote: »3 things that work against this game:
- The marketing department;
- The MBAs on the management team and especially in the marketing department;
- The devs who thought they were making DAoC-II with an Elder Scolls skin.
1. I would love a Melee Staves fighting.
2. I enjoy my Staves of Destro/Resto. If not tied to a weapon, what then?
3. Staves shouldn't be so bad that you can't use them. Hard line to balance between OP and Useless.
I don't know what an MMO could do to add more immersion. In theory you are right.
fromtesonlineb16_ESO wrote: »Long ago ZOS said they intended to add the traditional TES magic 'schools', they've not repeated that for many a long day so who knows now. I would guess it'll come when Spellcrafting does and since development on the was frozen a long time ago and ZOS recently said they have no current plans to pick it up again I guess I wouldn't be holding my breath.
Knootewoot wrote: »1: Staves for 2-handed melee. destruction/restoration as separate skill lines (fireballs from hands, touch of flame etc like previous TES games. Also other schools, like illusion or (my favorite) conjuration. So you can fight with sword and board and still shoot a fireball out of your hand and conjur a deadroth.
Enchanting staves or other weapons with a (fireball) spells so you can hurl spells from stave.
2: I do not like the "veteran" area's and do the quests. I rather have it as enemy faction zones and come there to troll. Also this would do good for a separate PvE and PvP server. Make the major towns full of the now already present uberguards to hold of enemy players and make the major towns a non-PvP area. (or do it like ArcheAge. some PvP area's, some PvE)
3: In previous TES game I skipped the main quest and went off on my own. You cannot really do that here now unless you like mindless grinding in craglorn to advance and help in cyyrodil. They can change that in a heartbeat by removing veteran levels.
1. The magic system. Who's idea was it that the only magic outside of "classes" were in staff weapons?
Before release, I had high hopes for this game as did many Elder scrolls fans. Now that the game has been out, it still feels unfinished and leaves a lot to be desired. Here are three things that, for me at least, are huge problems that could be fixed.
Every TES game forces you through some portion of the main questline. In Skyrim for example you could not progress the civil war questline beyond talking to Jarl Balgruuf until you went and spawned your first dragon. Many quests are locked out until you complete X quest, Y level, or Z part of the main storyline. Functions much the same as ESO does.Knootewoot wrote: »3: In previous TES game I skipped the main quest and went off on my own. You cannot really do that here now unless you like mindless grinding in craglorn to advance and help in cyyrodil. They can change that in a heartbeat by removing veteran levels.
Every TES game forces you through some portion of the main questline. In Skyrim for example you could not progress the civil war questline beyond talking to Jarl Balgruuf until you went and spawned your first dragon. Many quests are locked out until you complete X quest, Y level, or Z part of the main storyline. Functions much the same as ESO does.Knootewoot wrote: »3: In previous TES game I skipped the main quest and went off on my own. You cannot really do that here now unless you like mindless grinding in craglorn to advance and help in cyyrodil. They can change that in a heartbeat by removing veteran levels.
wOOOOt_of_SD wrote: »lag
lag
and lag
There was plenty of all of that in past TES games too though, the only difference is you didn't know those quests existed until you met the parameters to do them. You can't expect an MMO to scale to you, However ZOS is making moves to scaling players to the new zones. And I suspect this will be done retroactively for existing zones as well, making it effectively function exactly like past TES games.R1ckyDaMan wrote: »Every TES game forces you through some portion of the main questline. In Skyrim for example you could not progress the civil war questline beyond talking to Jarl Balgruuf until you went and spawned your first dragon. Many quests are locked out until you complete X quest, Y level, or Z part of the main storyline. Functions much the same as ESO does.Knootewoot wrote: »3: In previous TES game I skipped the main quest and went off on my own. You cannot really do that here now unless you like mindless grinding in craglorn to advance and help in cyyrodil. They can change that in a heartbeat by removing veteran levels.
What he means is he wasnt restricted by level I think, you could access 90% of the delves right off the bat, not woa these mobs 2 shot me, cant go there brick wall stuff.
And whole area's are cut off by quest lines..
Personally I have learnt to never treat this game as an elder scrolls game any more, its an mmo world I jump in sometimes.
fromtesonlineb16_ESO wrote: »Long ago ZOS said they intended to add the traditional TES magic 'schools', they've not repeated that for many a long day so who knows now. I would guess it'll come when Spellcrafting does and since development on the was frozen a long time ago and ZOS recently said they have no current plans to pick it up again I guess I wouldn't be holding my breath.
Before release, I had high hopes for this game as did many Elder scrolls fans. Now that the game has been out, it still feels unfinished and leaves a lot to be desired. Here are three things that, for me at least, are huge problems that could be fixed.
1. The magic system. Who's idea was it that the only magic outside of "classes" were in staff weapons? Considering that for oblivion and skyrim, the much desired pole-arms were gifts from mod-ers is a clear sign that this is NOT a good idea. Restoration and destruction should be skill lines separate from staves, the combination really seems like a cheap shortcut. It may be too late to change this but adding polearm skill lines (QuarterStaffs and spears) in the future may be a step in the right direction.
2. The only way to travel to enemy territory is to enter "another dimension" where you get to place yourself in the enemy faction's shoes after finishing the main story is another cheap short cut. Come on, this really breaks immersion and seems like a cheap way to add more content. How amazing would it be if you could enter enemy territory without such a generic plot hole? For you nay sayers, there are many ways this could be done...try using a little imagination. How great would it be if the war actually played a part and effected where you could travel. For instance, enemy territory could be under periods of war untill your faction took over a majority of their bases, then you could travel to their land under a truce? I'm just throwing ideas out there but something could be done here. There is another game that allows traveling to hostile territory and it works decently enough for both pvpers and pvers...*cough* archeage *cough*
3. Every MMO that plans to keep itself relevant needs to be a world in which players want to live not just kill kill kill. There needs to be immersion and activities that create a community. Morrowind, Oblivion, and Skyrim all succeeded because they created a world that was not just about killing x but because we felt like it was another world in which we dwelled. Not all of us wanted to play the role of the conqueror, many of us wanted to play a merchant, bard, adventurer etc. And many of us spent many hours, even days, creating our own presence in previous ES titles. It's a little late now, but attempting to make ESO like all other Elderscrolls games by making every player the proverbial "chosen one" was what sabotaged many aspects of this game. DON'T repeat that in future content. In short ESO, just give us a world in which people can live and have other goals aside from killing X or reaching vet lvl 14.
This game has received a lot of slack but there is still potential to make this game great!
-TL DR : 1. Staves (melee), destruction magic and restoration magic should be three separate skill lines. No staff should be needed as in previous ES games. 2. Vet lvl questing is cheap filler. 3. More immersion please! There should be goals outside of killing X number of Z and reaching vet lvl 14.
Pirhana7_ESO wrote: »BUT people wanted to be able to do the content from enemy alliances without having to create a new character on that alliance so ZOS actually listened and made that possible.
Wintersage wrote: »Pirhana7_ESO wrote: »BUT people wanted to be able to do the content from enemy alliances without having to create a new character on that alliance so ZOS actually listened and made that possible.
Actually, what I think people wanted was to have content to do in the other alliances. To not be shut out permanantly from those other lands.
Not to be confused with having the same exact content to slog through.
And as I play a caster myself, I'm also on board with thinking it's silly to tie magic to weapons.
This is what they should focus on. More ES related fun stuff that is not all about killing.B
3. Every MMO that plans to keep itself relevant needs to be a world in which players want to live not just kill kill kill. There needs to be immersion and activities that create a community. Morrowind, Oblivion, and Skyrim all succeeded because they created a world that was not just about killing x but because we felt like it was another world in which we dwelled. Not all of us wanted to play the role of the conqueror, many of us wanted to play a merchant, bard, adventurer etc. And many of us spent many hours, even days, creating our own presence in previous ES titles. It's a little late now, but attempting to make ESO like all other Elderscrolls games by making every player the proverbial "chosen one" was what sabotaged many aspects of this game. DON'T repeat that in future content. In short ESO, just give us a world in which people can live and have other goals aside from killing X or reaching vet lvl 14.
It's an MMO, it's never going to be "finished" that's one of the major draws about the genre....so honestly I stopped reading here.
Lord_Kreegan wrote: »3 things that work against this game:
- The marketing department;
- The MBAs on the management team and especially in the marketing department;
- The devs who thought they were making DAoC-II with an Elder Scolls skin.
1. I would love a Melee Staves fighting.
2. I enjoy my Staves of Destro/Resto. If not tied to a weapon, what then?
3. Staves shouldn't be so bad that you can't use them. Hard line to balance between OP and Useless.
I don't know what an MMO could do to add more immersion. In theory you are right.
Pirhana7_ESO wrote: »Your not suppose to be able to go to enemy territory because your alliance army has not pushed that far yet. The battle line is still in Cyrodiil. In Cyrodiil you can go to the enemys home land where their towns are.
As for the the PVE of enemy lands and "anotherr dimension" be happy that this option is actually there. It was origionally not planned for the game, Idea was for teh game to be like Darkage of Camelot where you could ONLY play on your alliances home side and go to Cyrodiil to fight over enemy lands. BUT people wanted to be able to do the content from enemy alliances without having to create a new character on that alliance so ZOS actually listened and made that possible.
Pirhana7_ESO wrote: »Your not suppose to be able to go to enemy territory because your alliance army has not pushed that far yet. The battle line is still in Cyrodiil. In Cyrodiil you can go to the enemys home land where their towns are.
Lord_Kreegan wrote: »3 things that work against this game:
- The marketing department;
- The MBAs on the management team and especially in the marketing department;
- The devs who thought they were making DAoC-II with an Elder Scolls skin.