wrathofrraath wrote: »Forestd16b14_ESO wrote: »wrathofrraath wrote: »IMO we should get Mehrunes Razor from completing every achievement in the game. 1% chance to instantly kill any non boss enemy
Yea can't do that Mehrunes Razor is beyond OP I seen it one hit legendary dragons on legendary mode on skyrim...... Yea even if it is 1% chance that's 1% every single hit so..... a weapon that can insta kill anything even bosses kinda seems.............. Can't even call it OP cause OP can be nerfed and can't nerf the Razor cause that's what it was designed for to insta kill anything.
Maybe make it a .1% then , since tamriel uunlimited worships the .1%....
MornaBaine wrote: »MornaBaine wrote: »To only have ONE artifact active in the game at a time is just not workable in an MMO. I wish that weren't the case but there's just no way around it. Nor do I see the appeal of paying for DLC that does not grant you some sort of permanent benefit. I'm not buying a sandwich, I'm buying a piece of a game I expect to keep around. I don't see how it'd be any more "lore breaking" to have multiple versions of the same artifact around than it is for each and every player character to be the ONE true hero that saves Nirn from Molag Bal. If we can live with THAT absolutely ridiculous premise we can live with there being more than one super special grand Daedric weapon in the game at a time.
But I think there are other ways to incorporate these items into the game that don't break the lore by having bunches of people running around with them. Questlines where you rescue the weapon from evil forces or individuals and return it to a place where it can be safeguarded and you get to use it in the final boss fight could be really fun. Associated quest rewards could be a visually special (but in line with other purple weapons) weapon or a cool costume armor associated with being the weapon's defender. Some other actually useful purple item could also be granted along with the nifty costume. I'd totally buy DLC like that.
I'm not suggesting that there only be one active artifact at a time. I'm suggesting that out of a pool of say 100 or so artifacts a player only be able to own that artifact for 1 week and then never again*. So the other 99 artifacts would still be in play for other players to own. Also, I am opposed to the sheer avarice of some players (not you) who are like ohhhh I have to have this piece of equipment in the game as a part of the DLC in order for it to be worth it. The artifacts and the quests and requirements to obtain the artifacts would in themselves be the content and then you could setup a bunch of other permanent collectibles and possible skill lines around the framework of the Daedric Artifacts.
You're right the fact that all the players have defeated Molag Bal is a ridiculous premise, but as I suggested in my post there are multiple unique Daedric weapons/items that would be in play. And most likely, the chances of gaining a Daedric Artifact for a while and being a fearsome force in Tamriel would be more probable than say someone becoming Emperor.
*Or maybe there could be a cool down for being able to obtian and own the Daedric weapon for a while
Even 100 weapons in play is not tenable in a game with thousands of players. IF this were a game update that was generally available with no cost to players the rarity of getting your hands on these items would not be a terribly big deal to me. Kinda like being Emperor, something that is never going to happen for me and while I resent that I can never get the best red dye in the game I don't care at all that I'll never be Emperor. If these quests and associated artifacts were a rare thing you stumbled over purely randomly like finding Maiq the Liar I'd actually think it was pretty awesome. But if it's being presented as DLC then yes, it needs to have replayability and tangible permanent rewards.
Now that would be fun! One question though, if you're in possession of an artifact, would you be able to attack other players at will or only once they attack you? I'd say only once you're attacked. This whole idea might be a little messy to implement, though...Better way to incorporate Daedric Artifacts.
1. Release a content update and have there be a world quest to find the artifacts. So say there's 12 of them, you have a counter of 0/12 to begin with. Only 12 artifacts in the entire game.
As a player finishes a long quest - scavenger hunt style to finish and get an artifact, the counter goes up. After 12, quest is over - the people who discovered the artifacts get the artifact.
Here's the catch.
It flags you for PVP. People can and will kill you because they want what you have: power.
1. Anyone wielding a daedric artifact is powerful, so they *can* and *will* be tough to kill. Multiple people will have a challenge bringing them down.
2. Getting the artifact makes you immune to PVP for a cooldown period, but when the cooldown period ends, nobody will protect you - even your guilds can kill you.
3. The longer you hold onto the artifact, the more "corrupted" you become. You become similar to the servants of the particular prince whose artifact you hold. This then activates the justice system. So for power, you become an outlaw.
Oh yeah - make the artifacts drop the second you log out so that in a way it is its own minigame.