What about instead of player housing like we think of it today. Expand on the pocket oblivion comment made in this thread and allow us to access our own plane from anywhere we are not in combat in PVE zones or none combat PVP areas through an oblivion portal.
So take the Diablo town portal idea and make that a quick portal to your plane of oblivion that is really just a small area you can design to match your style. We could then exit our zone back to the nearest Wayshrine.
You could have a quest with a little story to understand why we get this power and then go nuts with the design and resource farming for the different features.
heh. I've said this so much I feel like I need to make a macro.
I would be fine with this being an aspect of housing, but not if it was all we had. hunkering down in an oblivion plain sounds... dangerous.
you could have a Guild zone and a personal zone. Allow others to zone to your house if you want o giver permission. Click on the TP and choose from the list of pockets you can zone too. Just think this would be a really cool feature and really allow people to get creative when they are not limited to an actual house.
ESO made it the simple way, some single-player games make it the more immersive way with inventory encumbrance. They could of course allow "overloading" by 10, 20% of capacity for super-slow movement and combat reduction... but its not that big a deal...Inventory "Cap"
I am not such a big friend of companions in MMOs - sure, in solo games they are great, but I always think in MMO your "companions" are supposed to be the other players... and as such I like that ESO doesn't -require- me to always have some companion in tow (If I want that, I can play pet-master sorc)Companions
Oh, yes! Yes! YES!A Functional World
Definitely something that would improve the game! Be it diving for that treasure chest in the lake (and hoping you'll get it pen before your air runs out) or exploring a sunken wreck off the coast, underwater stuff youd be neat! Especially if we had better and more immersive swimming... like, if the attire figured into the swimming effects (as in, swim faster in your undergarments, sink like a stone in full plate...)Underwater Exploration
Also something I'd really love in my games, that the combat doesn't go all cartoony but more to the gritty side... bring on the blood and guts, and if it was some extra DLC, then only those who wanted it would have it, and pay extra too... I'd be fine with that!Blood and Gore
Enlightment is a good start. But yeah, there could be better... logging out in an inn location for rested bonus would be neat, whatever shape that bonus might take...Rested Bonus
Definitely! Places where one would actually -need- a torch... which could be dome like a costume... hold torch while walking, drop torch (= unequip and loose "burning torch" costume) if combat begins... (much like the lightless oubilette in effect), re-quip torch from stack of "torch" items, which automatically turns it into "burning torch" costume...Spooky Environments
That I expect will come, in time.HOUSING!!!
A glaring omission which indeed would make ESO feel a lot more alive. They should be added to the cities, and for some quests of the "rescue my kid" type. That one time in Koeglins Village it was okay to have the "kid" turn out to be a grown man who remarks his mom still treats him like a little boy... that one time. But when you later have -another- son who is fully grown, yet incapable of finding his way home withouit a player to take their hand, it kinda gets a bit immersion-damaging... at the very least some should be "teenager" in appereance (which would be a decent idea, one "kid" body mesh, and one "teen" shape to diversify the NPC populace...)CHIILDRN!!!
I'm all for the NPC followers concept, I think there is a lot of potential there but it would need to be implemented in a way that does not effect overall game performance. Too many NPC's and players on screen is an obstacle to performance so they would need to use the Quest system so your follower is only rendered visible and audible for you.
Since other players would not be on this "Quest" phase they would not have to render your follower or hear them so there wouldn't be a hit to performance or any "standing in the door ways" issues like we had back in beta with pets when NPC collision was added. Those were some dark times
Prof_Bawbag wrote: »Like most of the other Bethesda games that have incorporated followers, FO4 followers become more of a hindrance, the more you play the game. Nudging you out of the way just as you're about to pull the trigger, standing in doorways, their progression chat automatically making you turn to face them, even during combat, standing in doorways, constantly breaking your cover. Oh, did i mention the standing in doorways thing? You'd think it would get improved with each passing game, but it's exactly the same as we seen in previous games - poorly implemented.
I never use them now and won't use another one again.
Ill admit...my desire for companions is mostly fueled by my desire to complete group dungeons by myself. The way I play isn't really conducive to group play. Ill often hunker down in a corner of dungeon because there are real world things that demand my attention that is way higher on my priority list than a game, so at any given moment I may be away for 5 or 10 minutes... I get auto logout often. Lol
Ill admit...my desire for companions is mostly fueled by my desire to complete group dungeons by myself. The way I play isn't really conducive to group play. Ill often hunker down in a corner of dungeon because there are real world things that demand my attention that is way higher on my priority list than a game, so at any given moment I may be away for 5 or 10 minutes... I get auto logout often. Lol
You say you don't want a single player game, yet you want to be able to complete group dungeons solo or with the help of npcs by design? That sounds remarkably like wanting a single player game.
The majority of the list are all things that enrich the playing experience of a single individual with near absolute control over the game world around them. In other words a single player game. The reason most of them are not feasible is because they would conflict with an environment that other players occupy.
So enriching the gameplay experience of the players shouldn't be a priority to ZOS and should only be a concern in single player games? I just outright disagree with that statement @dday3six. There is nothing about these suggestions that would alter the game world to the point of being disruptive to other players.
Perhaps housing but if you read my suggestions in the link in the OP you'll see there are ways to include housing that are not disruptive to other players.
You kind of remind me of the people who were all for the segregation of peanut butter and chocolate... and all I want is Reese's.
"YOU GOT YOUR SINGLE PLAYER IN MY MMO!"
"YOU GOT YOUR MMO IN MY SINGLE PLAYER!"
I guess you're just going to overlook the "...single individual with near absolute control over the game world around them..." part and pretend it's interchangable with multiplayers in an MMO.
Yeah that is pretty standard of you, anytime someone disagrees with your nutter ideas, you deflect. Thankfully ZOS sees through them.
I passed that over because I thought it wasn't a sound enough comment to address. But I'll bite.
How are any of these concepts allowing "near absolute control over the game world around them" ?
- Inventory cap involves my own inventory...
- Companions follow me around, not you and have been in other MMOs so not indicative of a single player game.
- A Functional World involves me interacting with the world and doesn't prevent you from doing do in other areas of the world... and has been in other MMOs so not indicative of a single player game.
- Underwater Exploration would just be more area to explore... and has been in other MMOs so not indicative of a single player game.
- Blood and Gore would likely be client side and has been in other MMOs so not indicative of a single player game.
- Rested Bonus would just impact the individual player and would have absolutely impact on other players.
- Spooky Environments are just atmospheric enhancements so I don't see how that is in any way controlling the game world around them
- Housing can be instanced and has been in other MMOs so not indicative of a single player game.
- Children would just be more NPCs have been in other MMOs so not indicative of a single player game.
I see no absolute control or anything that would "conflict with an environment that other players occupy"... where do you see it @dday3six ?
Where did I say I didn't want ESO to allow for single player completion? My argument is that none what I'm asking for is specifically indicative of a single player game and out doesn't mean I'm asking ESO to BE a single player game. ESO should be broad and inclusive enough to allow for different types of players to enjoy the content. Other MMOs have companions so companions don't automatically "make" ESO a single player game.
And what shouldn't I be able to have the option to complete content by myself... how would that effect you in any way if players could do so?
How about responding to the last response I gave to you...
Where did I say I didn't want ESO to allow for single player completion? My argument is that none what I'm asking for is specifically indicative of a single player game and out doesn't mean I'm asking ESO to BE a single player game. ESO should be broad and inclusive enough to allow for different types of players to enjoy the content. Other MMOs have companions so companions don't automatically "make" ESO a single player game.
And what shouldn't I be able to have the option to complete content by myself... how would that effect you in any way if players could do so?
How about responding to the last response I gave to you...
Why bother...your motive's laid bare. You've chosen to play a game that is more demanding than your responsibilities allow you to fully engage. Thus your suggestions ultimately stem from a desire to broaden in game activities that you can do by yourself. Well, that's reality of responsibility, and life in general. We don't always get to do the things we want.
Hmm... I can understand the problem having 3 companions following you in the map can block other players vision. So maybe have the 3 companions of your choice show up inside the delves entrance. Public dungeons and everywhere else just limit to one buddy to keep it from getting overcrowded. Preferably the companion fills the role you are sorely lacking in.