Yea. Attached to housing. Forget that Tamriel's cities are lousy with the damn things. I want to use THOSE.
World interaction increases player immersion which increases player retention which increases ZOS profits.
Yea. Attached to housing. Forget that Tamriel's cities are lousy with the damn things. I want to use THOSE.
World interaction increases player immersion which increases player retention which increases ZOS profits.
Well I remember public training dummies in Archeage, I found them rather annoying, dozens of people bashing non-stop on them and create a noisy atmosphere in the towns. I don't want that in ESO.
NewBlacksmurf wrote: »FYI: I will say that ppl aren't asking for a target dummy actually.
gidorick wrote:The number of players that would be crowding around these dummies would make them quite useless. Instead, they should function similarly to a crafting station.
This has been one of those items that players have asked for time and time again and ZOS has mentioned that they are working on it so I figured I would throw my two cents into the ring. Below are my thoughts on how Training Dummies could be implemented using the current mechanics of ESO. The developers have mentioned that they are working on design ideas for a Training Dummy Player Item but I feel this is the wrong way to go implement the concept within ESO. At least, it shouldn't ONLY be that.
TL/DR
ZOS should include multiple Training Dummy options across Tamriel using both assets that are in-game and newly added assets in and out of the Crown Store.
Topics
- Functional Training Dummies
- Dead Horse and how to beat it
- Dummy on the go
- You are the Dummy
Functional Training Dummies
There are already Training Dummies that are scattered throughout Tamriel being utilized by NPCs. Making these Training dummies functional should be first priority in adding training dummies to ESO. Unlike other MMOs I do not believe ESO should simply make these dummies attackable. The number of players that would be crowding around these dummies would make them quite useless. Instead, they should function similarly to a crafting station.When a player selects a training dummy, their character model should be removed from public view and the player should see their character attacking the training dummy. The character should be attacking automatically. A selector switch should switch between light and heavy attacks. The player’s Skill Bar should also be available so the player can use their skills on the training dummy. The weapon swap should also be fully functional during this training session.
When the player switches between ranged and close combat their character should dynamically roll back and away from the training dummy for ranged combat and should jump forward, toward the training dummy for close combat.
The two Menus available to the player should be the player's weapons inventory and their skills menu. This will allow the player to swap out weapons and skills as their character attacks the dummy. NOTE: Players should be able to use skills that do damage & skills that heal on these dummies. A dynamic damage log should be kept during the training session that performs in function similarly to the Death Recap, showing the skill used and the damaged/healing that was dealt.Players should receive no XP for attacking the training dummy and the dummy should have a limited, but extremely large, amount of HP. Once the dummy is destroyed, or the player chooses to exit the training, they are given a full screen, scrollable report of their damage.There should also be an achievement and an accompanying burlap paint texture for killing 10,000 dummies. I would love to run around in burlap looking armor. Heheh.
Dead Horse and how to beat it
I have another thread mentioning this very concept HERE. This training dummy would pretty much be a novelty item in the world of Tamriel and would function similarly to standard training dummies except a player wouldn’t go into a crafting-esque menu. While you would see other players as they hit the horse, you wouldn't see their damage numbers.
The player would simply target the horse and attack it. Whatever damage the player unleased upon the equestrian carcass is displayed on their screen in the same manner as the Functional Training Dummies.ZOS could add animations with the horse shifting slightly with the flat hollow sounds of the player’s weapon contact. The horse should have unlimited health and should never be destroyed. However, a player should receive an achievement for using all dead-horse training dummies in all three factions. Maybe give the player the title of Dead Horse Beater.
Dummy on the go
Now comes the Personal Training Dummy item which should be purchasable from the Crown Store. This allows a player to plant a training dummy anywhere to check their damage. It should function exactly as a stationary training dummy but it will be able to be accessed anywhere from the player’s inventory. This item should be similar to a trophy and would be destructible.One difference between the personal training dummy and the stationary dummies would be that other players would see you and your dummy while you are training. Players and Mobs would be able to attack players using their Personal Training Dummies, so it wouldn’t be wise to use the Personal Training Dummy in Cyrodiil or around Mobs… but it should be possible to if the player is outside of combat.
Once the player is finished with the dummy, if there is health remaining, the dummy returns to the player’s inventory for later use. If the player depletes the dummy’s health and it is destroyed, the item is destroyed and the player must purchase another Personal Training Dummy, if they so desire.
4: You are the Dummy
Ok, you’re going to have to just bare with me on this one.
Players should be able to purchase a Dummy Costume from the Crown Store that not only outfits them to look like a training dummy but should also allow certain other players to hit them without damage actually being dealt.
Players wearing the Dummy Costume will be able to be hit by the other members of their group. The attacking players will see the damage they are dealing much in the same manner as the Dead Horse Target Dummy. Only group members are able to attack the player wearing the Dummy Costume. Aside from this, there is no other functionality to the Dummy Costume.
Again, the player wearing the Dummy Costume will not be damaged or phased in any way by their group member attackers. If the player isn’t grouped, no one will be able to attack them without there being resulting damage.
The Dummy Costume should work in and out of Cyrodiil.
Archer Targets
At this point, you may be thinking I missed the Archery Targets but I have a different thought for those specific items. I will post these thoughts at some point in the near future.
Wrapup
So what do you think? Would you like to have these options? Are there other options you would like for Training Dummies? Is the Dummy Costume too much? I think giving players a multitude of ways to check their damage will fulfill many players desires and will ensure one system doesn’t get over-run by players.
Thoughts?
Yea. Attached to housing. Forget that Tamriel's cities are lousy with the damn things. I want to use THOSE.
World interaction increases player immersion which increases player retention which increases ZOS profits.
Well I remember public training dummies in Archeage, I found them rather annoying, dozens of people bashing non-stop on them and create a noisy atmosphere in the towns. I don't want that in ESO.
Awesome idea and i'm with @NewBlacksmurf for console it needs to be way beyond SCT and instanced.
Also be nice to have a Bot to attack us that you can scale to see how effective your ward / armour is in a controlled environment.
Rune_Relic wrote: »What I would like to see personally....is an extension of 1v1 PvE.
One of the problems for new players is learning all of the NPC mechanics.
Special skills, playstyles, immunities etc.
Espciallly even end bosses in trials and dungeons.
It would be good to face off 1v1 against any and all of the NPC chacacters in game.
Even the ones you cant beat solo would still show you how to make the biggest impact and what is futile work.
I think of it as a Live Tutorial.
The bonus of doing this is when people do actually get into hard content, the adversaries are not a surprise.
Only the side puzzles, environment, positioning, combos and waves.
You would of course need your own private instance in which to face off said enemies.
You could of course do it an an ever harder deathmatch fashion.
NewBlacksmurf wrote: »Rune_Relic wrote: »What I would like to see personally....is an extension of 1v1 PvE.
One of the problems for new players is learning all of the NPC mechanics.
Special skills, playstyles, immunities etc.
Espciallly even end bosses in trials and dungeons.
It would be good to face off 1v1 against any and all of the NPC chacacters in game.
Even the ones you cant beat solo would still show you how to make the biggest impact and what is futile work.
I think of it as a Live Tutorial.
The bonus of doing this is when people do actually get into hard content, the adversaries are not a surprise.
Only the side puzzles, environment, positioning, combos and waves.
You would of course need your own private instance in which to face off said enemies.
You could of course do it an an ever harder deathmatch fashion.
How does that solve the actual concern of knowing how much dmg is being output and how much dmg is incoming or blocked in other scenarios?
How about adding a skill where you could summon a creature that doesn't move, can't attack, and has a bunch of health points that you can attack and kill? Then you can try it in any remote spot. That's what I did in Elder Scrolls games.
Wouldn't "Summon Giant Sloth" work?
Yea. Attached to housing. Forget that Tamriel's cities are lousy with the damn things. I want to use THOSE.
World interaction increases player immersion which increases player retention which increases ZOS profits.
Well I remember public training dummies in Archeage, I found them rather annoying, dozens of people bashing non-stop on them and create a noisy atmosphere in the towns. I don't want that in ESO.
It don't have to be in town. take Riften, the darn stablemaster is outside the wall, probably forgot to pay his taxes or something.
How about a nice instance inside each fighter's guild? That way you could run your numbers unfettered.
Rune_Relic wrote: »NewBlacksmurf wrote: »Rune_Relic wrote: »What I would like to see personally....is an extension of 1v1 PvE.
One of the problems for new players is learning all of the NPC mechanics.
Special skills, playstyles, immunities etc.
Espciallly even end bosses in trials and dungeons.
It would be good to face off 1v1 against any and all of the NPC chacacters in game.
Even the ones you cant beat solo would still show you how to make the biggest impact and what is futile work.
I think of it as a Live Tutorial.
The bonus of doing this is when people do actually get into hard content, the adversaries are not a surprise.
Only the side puzzles, environment, positioning, combos and waves.
You would of course need your own private instance in which to face off said enemies.
You could of course do it an an ever harder deathmatch fashion.
How does that solve the actual concern of knowing how much dmg is being output and how much dmg is incoming or blocked in other scenarios?
You appear to reply to the post as I was editing it.
The point where you can brag and compare notes and how far you got.
The implication being a combat log was a given to enable you to do that
NewBlacksmurf wrote: »Rune_Relic wrote: »NewBlacksmurf wrote: »Rune_Relic wrote: »What I would like to see personally....is an extension of 1v1 PvE.
One of the problems for new players is learning all of the NPC mechanics.
Special skills, playstyles, immunities etc.
Espciallly even end bosses in trials and dungeons.
It would be good to face off 1v1 against any and all of the NPC chacacters in game.
Even the ones you cant beat solo would still show you how to make the biggest impact and what is futile work.
I think of it as a Live Tutorial.
The bonus of doing this is when people do actually get into hard content, the adversaries are not a surprise.
Only the side puzzles, environment, positioning, combos and waves.
You would of course need your own private instance in which to face off said enemies.
You could of course do it an an ever harder deathmatch fashion.
How does that solve the actual concern of knowing how much dmg is being output and how much dmg is incoming or blocked in other scenarios?
You appear to reply to the post as I was editing it.
The point where you can brag and compare notes and how far you got.
The implication being a combat log was a given to enable you to do that
thanks...i just read the edit @Rune_Relic
I still have the question, the same question "How does that solve the actual concern of knowing how much dmg is being output and how much dmg is incoming or blocked in other scenarios?"
A solo instanced and/or testing environments do nothing if players are in a battle and without a recap. Kinda why I commented with that idea as a bridge from the death recap as its insightful but that would need adjustments.
But with your idea, I fail to see how that solves for normal gameplay
Rune_Relic wrote: »NewBlacksmurf wrote: »Rune_Relic wrote: »NewBlacksmurf wrote: »Rune_Relic wrote: »What I would like to see personally....is an extension of 1v1 PvE.
One of the problems for new players is learning all of the NPC mechanics.
Special skills, playstyles, immunities etc.
Espciallly even end bosses in trials and dungeons.
It would be good to face off 1v1 against any and all of the NPC chacacters in game.
Even the ones you cant beat solo would still show you how to make the biggest impact and what is futile work.
I think of it as a Live Tutorial.
The bonus of doing this is when people do actually get into hard content, the adversaries are not a surprise.
Only the side puzzles, environment, positioning, combos and waves.
You would of course need your own private instance in which to face off said enemies.
You could of course do it an an ever harder deathmatch fashion.
How does that solve the actual concern of knowing how much dmg is being output and how much dmg is incoming or blocked in other scenarios?
You appear to reply to the post as I was editing it.
The point where you can brag and compare notes and how far you got.
The implication being a combat log was a given to enable you to do that
thanks...i just read the edit @Rune_Relic
I still have the question, the same question "How does that solve the actual concern of knowing how much dmg is being output and how much dmg is incoming or blocked in other scenarios?"
A solo instanced and/or testing environments do nothing if players are in a battle and without a recap. Kinda why I commented with that idea as a bridge from the death recap as its insightful but that would need adjustments.
But with your idea, I fail to see how that solves for normal gameplay
I am looking at the view point you only need the logs to figure out what works and what doesnt.
While you are in the tutorial mode...thats all you need vs the various NPCs.
When you goto real world dungeons and such.
You shoudl know off by heart what rotations, skills and gear you shoudl be using.
You shoudl already have a pretty accurate idea of what damage you are doing and what damage is incoming and such.
ie. You can actually enjoy the fight rather than numbers all over the screen.
Not saying there is nothing wrong with that from some peoples view.
Some people just want to see the numbers and nothing else.
To me thats only relevant when testing and training and a distraction otherwise.
Just my point of view
Rune_Relic wrote: »The bonus of doing this is when people do actually get into hard content, the adversaries are not a surprise.
Only the side puzzles, environment, positioning, combos and waves.
You would of course need your own private instance in which to face off said enemies.
You could of course do it as an ever harder deathmatch fashion.
You can of course brag about how far you can get vs so and so...and discuss alternative tactics/gear/skills with buddies.
NewBlacksmurf wrote: »Rune_Relic wrote: »NewBlacksmurf wrote: »Rune_Relic wrote: »NewBlacksmurf wrote: »Rune_Relic wrote: »What I would like to see personally....is an extension of 1v1 PvE.
One of the problems for new players is learning all of the NPC mechanics.
Special skills, playstyles, immunities etc.
Espciallly even end bosses in trials and dungeons.
It would be good to face off 1v1 against any and all of the NPC chacacters in game.
Even the ones you cant beat solo would still show you how to make the biggest impact and what is futile work.
I think of it as a Live Tutorial.
The bonus of doing this is when people do actually get into hard content, the adversaries are not a surprise.
Only the side puzzles, environment, positioning, combos and waves.
You would of course need your own private instance in which to face off said enemies.
You could of course do it an an ever harder deathmatch fashion.
How does that solve the actual concern of knowing how much dmg is being output and how much dmg is incoming or blocked in other scenarios?
You appear to reply to the post as I was editing it.
The point where you can brag and compare notes and how far you got.
The implication being a combat log was a given to enable you to do that
thanks...i just read the edit @Rune_Relic
I still have the question, the same question "How does that solve the actual concern of knowing how much dmg is being output and how much dmg is incoming or blocked in other scenarios?"
A solo instanced and/or testing environments do nothing if players are in a battle and without a recap. Kinda why I commented with that idea as a bridge from the death recap as its insightful but that would need adjustments.
But with your idea, I fail to see how that solves for normal gameplay
I am looking at the view point you only need the logs to figure out what works and what doesnt.
While you are in the tutorial mode...thats all you need vs the various NPCs.
When you goto real world dungeons and such.
You shoudl know off by heart what rotations, skills and gear you shoudl be using.
You shoudl already have a pretty accurate idea of what damage you are doing and what damage is incoming and such.
ie. You can actually enjoy the fight rather than numbers all over the screen.
Not saying there is nothing wrong with that from some peoples view.
Some people just want to see the numbers and nothing else.
To me thats only relevant when testing and training and a distraction otherwise.
Just my point of view
@Rune_Relic
I can tell you, that will not prepare you for real environments. You need to know the debuffs and reduced life pools or armor breaker, reduced defenses being applied by your group. You all play off one another, its not a solo situation.
-Take for instance, if we are doing a trial friday, your solo DPS meter or shielding, healing...whatever, only matters in reference to the ability to replicate that same outcome.
Problem is this, each encounter requires different mechanics and in a group, you're also going to move, support and adjust.
If we get target dummies and ppl go into encounters thinking, all they need to do is mimic these actions, the group will fail.
The main reason I and others in the two guilds I ran with over those 6+ years was because of arguments in end game raids.
The results of target dummies has a false indicator of real time DPS.
Now in WoW, those DPS and meters gave real-time evaluations and were helpful but it also caused ppl to get kicked or eliminated. I see a balance in having personal, real-time info in the heat but there is little value on a test or a dummy cause even if its a bot, its not real.
That really only helps someone who is doing MSA content...a little
It sounds like some of you would prefer the death recap that is being suggested by @NewBlacksmurf. Just add Damage Dealt to the recap and call it a day.
Training dummies should allow you to test your damage & health output. If more is desired, then there is another conversation that should be had, as we are no longer talking about Training dummies.
I could see sparing partners added to the Mages, Fighters and Undaunted Guilds. Spar with these guys and it would act much in the same way as the training dummy, but they would also deal damage TO you.
I don't think this is too much to ask of ZOS.
NewBlacksmurf wrote: »It sounds like some of you would prefer the death recap that is being suggested by @NewBlacksmurf. Just add Damage Dealt to the recap and call it a day.
Training dummies should allow you to test your damage & health output. If more is desired, then there is another conversation that should be had, as we are no longer talking about Training dummies.
I could see sparing partners added to the Mages, Fighters and Undaunted Guilds. Spar with these guys and it would act much in the same way as the training dummy, but they would also deal damage TO you.
I don't think this is too much to ask of ZOS.
@Gidorick not that your suggestion isn't awesome, Im just not reading that people really want it.
I keep seeing, "I need a target dummy to..."
the .... seems to be, based on an encounter and not to see if a spell is producing the tool tip now that SCT exists. They want to see how much they can do or what is hitting or killing them so they know what maybe CP to invest in or an armor or shield to use and then timing on spell or weapon dmg, etc.