I wish I could go back to the palace where wedding in TG DLC was happening - that's huge loss that that area is secluded, especially given that my character has mended business relationship with the unfortunate bride. I have a feeing she wouldn't mind me coming to visit once in a while.
I might be a roleplayer, but I heartily disagree with negating the value of trespassing after the quest is over. Completing the quests do not provide a reason why the character would be permitted to be on the private grounds, at least not at the moment. It takes more of a toll to connection to the game world when players can suddenly stop having to pay attention to the rules of a location only after a non-related quest is completed.
Consider this however: within most areas deemed for trespassing, there are other people doing work. Perhaps they have a job to transport goods to the docks, or a contract under the local leader. Perhaps they carry their permits to roam these grounds on their person, fit for the taking from a lively thief looking to find another way to blend in. Or rather maybe more legitimate businessmen and women could obtain a permit from the employer/owner through the bank in some form of a quest?
Who knows? Adding in more objectives to the game to solve in game problems might do wonders.
This suggestion was made to make more space available for RPers to access with office space, events space and perhaps until the player housing comes along even let people find a home in the massive areas that are locked off
What you need to understand with RP is that a lot of RP that happens in areas and locked off areas in the game are in fact somewhere else 'In characterly' ^^ Seeing as we have no access to player housing and we don't know to how great variety and usefulness player housing will be. It would be amazing to see some areas being unlocked and made empty so that the RP
community can stretch their RP out and have more space. I agree with not removing the penalty for breaking and entering,
but understand I am not asking to remove that aspect, I just don't like the gold bounty addition to it as it hinders RP from happening for events and such in those areas, which is such a shame!
bloodenragedb14_ESO wrote: »I might be a roleplayer, but I heartily disagree with negating the value of trespassing after the quest is over. Completing the quests do not provide a reason why the character would be permitted to be on the private grounds, at least not at the moment. It takes more of a toll to connection to the game world when players can suddenly stop having to pay attention to the rules of a location only after a non-related quest is completed.
Consider this however: within most areas deemed for trespassing, there are other people doing work. Perhaps they have a job to transport goods to the docks, or a contract under the local leader. Perhaps they carry their permits to roam these grounds on their person, fit for the taking from a lively thief looking to find another way to blend in. Or rather maybe more legitimate businessmen and women could obtain a permit from the employer/owner through the bank in some form of a quest?
Who knows? Adding in more objectives to the game to solve in game problems might do wonders.
This suggestion was made to make more space available for RPers to access with office space, events space and perhaps until the player housing comes along even let people find a home in the massive areas that are locked off
What you need to understand with RP is that a lot of RP that happens in areas and locked off areas in the game are in fact somewhere else 'In characterly' ^^ Seeing as we have no access to player housing and we don't know to how great variety and usefulness player housing will be. It would be amazing to see some areas being unlocked and made empty so that the RP
community can stretch their RP out and have more space. I agree with not removing the penalty for breaking and entering,
but understand I am not asking to remove that aspect, I just don't like the gold bounty addition to it as it hinders RP from happening for events and such in those areas, which is such a shame!
i would also make a arguement to allow roleplayers to flag off in cyrodiil, that flag woudl remove any chance at earning xp, gold, or loot, but flags us off for pvp, this of course cant be flagged on the go, it must be turned on at the alliance home base, and cannot be turned off unless you are back at the alliance base. this would disqualify you from using the transit
i would love to roleplay in cyrodiil without the fear of getting ganked
bloodenragedb14_ESO wrote: »I might be a roleplayer, but I heartily disagree with negating the value of trespassing after the quest is over. Completing the quests do not provide a reason why the character would be permitted to be on the private grounds, at least not at the moment. It takes more of a toll to connection to the game world when players can suddenly stop having to pay attention to the rules of a location only after a non-related quest is completed.
Consider this however: within most areas deemed for trespassing, there are other people doing work. Perhaps they have a job to transport goods to the docks, or a contract under the local leader. Perhaps they carry their permits to roam these grounds on their person, fit for the taking from a lively thief looking to find another way to blend in. Or rather maybe more legitimate businessmen and women could obtain a permit from the employer/owner through the bank in some form of a quest?
Who knows? Adding in more objectives to the game to solve in game problems might do wonders.
This suggestion was made to make more space available for RPers to access with office space, events space and perhaps until the player housing comes along even let people find a home in the massive areas that are locked off
What you need to understand with RP is that a lot of RP that happens in areas and locked off areas in the game are in fact somewhere else 'In characterly' ^^ Seeing as we have no access to player housing and we don't know to how great variety and usefulness player housing will be. It would be amazing to see some areas being unlocked and made empty so that the RP
community can stretch their RP out and have more space. I agree with not removing the penalty for breaking and entering,
but understand I am not asking to remove that aspect, I just don't like the gold bounty addition to it as it hinders RP from happening for events and such in those areas, which is such a shame!
i would also make a arguement to allow roleplayers to flag off in cyrodiil, that flag woudl remove any chance at earning xp, gold, or loot, but flags us off for pvp, this of course cant be flagged on the go, it must be turned on at the alliance home base, and cannot be turned off unless you are back at the alliance base. this would disqualify you from using the transit
i would love to roleplay in cyrodiil without the fear of getting ganked
I'd love that as well, though we are getting PvE Cyrodiil with the next expansion. I'd love to see a way for Role Players to tag themselves for RP in general. Would make it a lot easier for people to find the RPers in the environment,
Ferretstalker wrote: »PvE Cyrodiil? You mean the Gold Coast?
bloodenragedb14_ESO wrote: »I might be a roleplayer, but I heartily disagree with negating the value of trespassing after the quest is over. Completing the quests do not provide a reason why the character would be permitted to be on the private grounds, at least not at the moment. It takes more of a toll to connection to the game world when players can suddenly stop having to pay attention to the rules of a location only after a non-related quest is completed.
Consider this however: within most areas deemed for trespassing, there are other people doing work. Perhaps they have a job to transport goods to the docks, or a contract under the local leader. Perhaps they carry their permits to roam these grounds on their person, fit for the taking from a lively thief looking to find another way to blend in. Or rather maybe more legitimate businessmen and women could obtain a permit from the employer/owner through the bank in some form of a quest?
Who knows? Adding in more objectives to the game to solve in game problems might do wonders.
This suggestion was made to make more space available for RPers to access with office space, events space and perhaps until the player housing comes along even let people find a home in the massive areas that are locked off
What you need to understand with RP is that a lot of RP that happens in areas and locked off areas in the game are in fact somewhere else 'In characterly' ^^ Seeing as we have no access to player housing and we don't know to how great variety and usefulness player housing will be. It would be amazing to see some areas being unlocked and made empty so that the RP
community can stretch their RP out and have more space. I agree with not removing the penalty for breaking and entering,
but understand I am not asking to remove that aspect, I just don't like the gold bounty addition to it as it hinders RP from happening for events and such in those areas, which is such a shame!
i would also make a arguement to allow roleplayers to flag off in cyrodiil, that flag woudl remove any chance at earning xp, gold, or loot, but flags us off for pvp, this of course cant be flagged on the go, it must be turned on at the alliance home base, and cannot be turned off unless you are back at the alliance base. this would disqualify you from using the transit
i would love to roleplay in cyrodiil without the fear of getting ganked
I'd love that as well, though we are getting PvE Cyrodiil with the next expansion. I'd love to see a way for Role Players to tag themselves for RP in general. Would make it a lot easier for people to find the RPers in the environment,
I just want to ensure that you know what we are getting to save you disappointment - we are NOT getting any of the current PvP areas of Cyrodil in a PvE-only form. We are getting a new small zone in Cyrodil which hasn't been in game up 'til now, which is a scaled PvE zone. All the rest of Cyro that is in game at the moment will remain as it is and be PvP.
I have another suggestion, as a Role Player in Tamriel as it is, it's really difficult to get immersed.
I'll give you a good example beneath. I want to see a RP instance or server for Role Players to enter so that they
have the option of entering it or not. As of now it's really hard for us to do public events without being trolled.
No. This animation is a combat cue, much like heavy attacks and charging/casting abilities have cues. These are absolutely needed for people, especially new players, to understand when to block/ interrupt/ dodge. I understand where you're coming from, but this would negatively impact the game in the long run. Many more players who already have trouble figuring out when and what to react to in combat will be completely lost. ESO combat will seem arbitrary and inaccessible. Not good for the health of the game.
|Shield Block Animation|
The shield added to the block animation needs to go, or have a toggle to turn off the visual of it.
Or even only have it appear in PVP
It looks horrible and I know.. I know we're dirty RPer, but as RPers we really dislike it. It breaks immersion.
Again please no. As someone who engages in a lot of... illegal activities... in this game, this mechanic was a breath of fresh air. I actually wish they'd add more areas where trespassing means something in the base game, though I realize this is impractical due to their current layouts making actually avoiding detection impossible.|Trespassing|
This irks a lot of RPers trust me.
My suggestion would be to, once the story related to the area is completed, remove it.
It locks potential areas off for RP and limits the space we can use for the community.
Take Hew's Bane, there's a gigantic section of the city locked off from us because if we get seen we keep getting bounties.
Change this so that we may have more space to do our thing. I'd suggest making the area a different phase once the quest is completed,
much like it was done in the past. That way players can still enjoy the thrill of not getting caught whilst doing their quest and we can enjoy
tons of open space for RP.
Agreed. Just the other day when I was making a new alt, I fretted over the difficulty in making my character's body interesting proportionally. One of my friends remarked, "May as well get on with it. It's not like you can give him a peg leg". We then both exclaimed how amazing that would be, all the while imagining it quite impossible. Then they go and debut personalities. I really hope there will be some more less classically heroic personalities as well. I want an enfeebled walk with a cane/staff personality. I want it so bad... Also yes Quen's sit. Do want!|Personalities|
Also we'd love to see more animation variations to the Personality as well. Like a different /sit and /sitchair, that would be awesome!
(Could use Quen's sit emote for example)
Though keep it coming! It's a very creative and interesting way of giving RPers more emotes to use in their RP!
To add to this, I would love to see clothing lines be lootable. In the same way that I can steal the armor/ weapons from weapon racks, it would be really fun to steal clothing off of clothes lines. The lines exist and so does the clothing. We just need the one to be interactable and the other in its loot table. It would be a nice immersive twist to finding the clothing and give RPers a more reliable way of assembling their outfits.|Costumes|
There's tons of new costumes, which we love! We love it to death! Though we'd also love to see more in game lootable garb,
like was added in the beginning of the game.
This one absolutely cannot happen. I know what you mean and I understand the frustration. But imagine the even greater frustration caused when a non-combat situation (being in town) turns to combat (stealing)... The collision flips from off to on and suddenly you are clipped inside your attacker and can neither flee nor attack him/her. Not a good idea.|NPCs Interrupting Animations|
There you are, all badass leaning against a wall and BAM! Guard or NPC decides that they want to wreck your animation.
Our suggestion would be to turn off collision out of combat, as there are in some places just too many wandering guards and NPCs.]
No. This animation is a combat cue, much like heavy attacks and charging/casting abilities have cues. These are absolutely needed for people, especially new players, to understand when to block/ interrupt/ dodge. I understand where you're coming from, but this would negatively impact the game in the long run. Many more players who already have trouble figuring out when and what to react to in combat will be completely lost. ESO combat will seem arbitrary and inaccessible. Not good for the health of the game.
|Shield Block Animation|
The shield added to the block animation needs to go, or have a toggle to turn off the visual of it.
Or even only have it appear in PVP
It looks horrible and I know.. I know we're dirty RPer, but as RPers we really dislike it. It breaks immersion.Again please no. As someone who engages in a lot of... illegal activities... in this game, this mechanic was a breath of fresh air. I actually wish they'd add more areas where trespassing means something in the base game, though I realize this is impractical due to their current layouts making actually avoiding detection impossible.|Trespassing|
This irks a lot of RPers trust me.
My suggestion would be to, once the story related to the area is completed, remove it.
It locks potential areas off for RP and limits the space we can use for the community.
Take Hew's Bane, there's a gigantic section of the city locked off from us because if we get seen we keep getting bounties.
Change this so that we may have more space to do our thing. I'd suggest making the area a different phase once the quest is completed,
much like it was done in the past. That way players can still enjoy the thrill of not getting caught whilst doing their quest and we can enjoy
tons of open space for RP.Agreed. Just the other day when I was making a new alt, I fretted over the difficulty in making my character's body interesting proportionally. One of my friends remarked, "May as well get on with it. It's not like you can give him a peg leg". We then both exclaimed how amazing that would be, all the while imagining it quite impossible. Then they go and debut personalities. I really hope there will be some more less classically heroic personalities as well. I want an enfeebled walk with a cane/staff personality. I want it so bad... Also yes Quen's sit. Do want!|Personalities|
Also we'd love to see more animation variations to the Personality as well. Like a different /sit and /sitchair, that would be awesome!
(Could use Quen's sit emote for example)
Though keep it coming! It's a very creative and interesting way of giving RPers more emotes to use in their RP!To add to this, I would love to see clothing lines be lootable. In the same way that I can steal the armor/ weapons from weapon racks, it would be really fun to steal clothing off of clothes lines. The lines exist and so does the clothing. We just need the one to be interactable and the other in its loot table. It would be a nice immersive twist to finding the clothing and give RPers a more reliable way of assembling their outfits.|Costumes|
There's tons of new costumes, which we love! We love it to death! Though we'd also love to see more in game lootable garb,
like was added in the beginning of the game.This one absolutely cannot happen. I know what you mean and I understand the frustration. But imagine the even greater frustration caused when a non-combat situation (being in town) turns to combat (stealing)... The collision flips from off to on and suddenly you are clipped inside your attacker and can neither flee nor attack him/her. Not a good idea.|NPCs Interrupting Animations|
There you are, all badass leaning against a wall and BAM! Guard or NPC decides that they want to wreck your animation.
Our suggestion would be to turn off collision out of combat, as there are in some places just too many wandering guards and NPCs.]
It can and should happen.
First of all, there is an option to turn on/off the ability to harm innocents it could also make it so you cannot steal from them as well. Problem solved you can either be a law abiding citizen and not steal and or harm innocents or you can be a rugged thief or assassin and do as you please.
Secondly If you make it so when you switch on ' no harming innocents' the collision could be removed and there would be no need for our emotes to be interrupted any more.
It can and should happen.
First of all, there is an option to turn on/off the ability to harm innocents it could also make it so you cannot steal from them as well. Problem solved you can either be a law abiding citizen and not steal and or harm innocents or you can be a rugged thief or assassin and do as you please.
Secondly If you make it so when you switch on ' no harming innocents' the collision could be removed and there would be no need for our emotes to be interrupted any more.
Okay the justice example is not the only example where a non-combat situation can turn to combat.
- Example A: Someone gathering nodes is technically not in combat so collision is off. Whilst gathering, they sprint through a bandit camp. As they're passing "through" the mobs, they aggro and collision turns on. The crafter is again unable to flee or fight back.
- Example B: Someone is in a quest area in which they chose to free some trapped spirits. Post-quest the spirits are neutral, but can be attacked if the player initiates the battle. Some players choose to do this intentionally post-quest in order to grind xp/ farm materials/ farm trophy achievements. Your suggestion would be less of a problem for ranged characters in this scenario, but anyone who melees primarily will find themselves trapped within several mobs more often than not.
- Example C: Someone finds a clear spot beside a stream and begins to fish. Other players have passed through that area and cleared it so this unsuspecting player is standing on a spawnpoint. Since he is not in combat, collision is off. Suddenly a durzog materializes on his position, clipping through the player. It aggros, putting the poor fisherman in combat and turning collision on, trapping the player inside the durzog in the process.
This change you propose would absolutely effect combat. Collision needs to be completely off (as it was in beta) or completely on (as it is on live), not toggleable. Now if you want collision to be completely off, I'm neutral to that. By all means make your case to ZOS in that event.
As to the latter half of your post, I edited my original post before you replied and yet you responded to my stricken comments. Why?
No. This animation is a combat cue, much like heavy attacks and charging/casting abilities have cues. These are absolutely needed for people, especially new players, to understand when to block/ interrupt/ dodge. I understand where you're coming from, but this would negatively impact the game in the long run. Many more players who already have trouble figuring out when and what to react to in combat will be completely lost. ESO combat will seem arbitrary and inaccessible. Not good for the health of the game.
|Shield Block Animation|
The shield added to the block animation needs to go, or have a toggle to turn off the visual of it.
Or even only have it appear in PVP
It looks horrible and I know.. I know we're dirty RPer, but as RPers we really dislike it. It breaks immersion.
EDIT: After reading some further posts in the thread, I would be okay with this if and only if it were a toggle AND the cue is toggled ON by default. Much like turning off the tutorial tips, new players would have to find it in the settings and toggling it off ensures that they at least understand the mechanic somewhat.Again please no. As someone who engages in a lot of... illegal activities... in this game, this mechanic was a breath of fresh air. I actually wish they'd add more areas where trespassing means something in the base game, though I realize this is impractical due to their current layouts making actually avoiding detection impossible.|Trespassing|
This irks a lot of RPers trust me.
My suggestion would be to, once the story related to the area is completed, remove it.
It locks potential areas off for RP and limits the space we can use for the community.
Take Hew's Bane, there's a gigantic section of the city locked off from us because if we get seen we keep getting bounties.
Change this so that we may have more space to do our thing. I'd suggest making the area a different phase once the quest is completed,
much like it was done in the past. That way players can still enjoy the thrill of not getting caught whilst doing their quest and we can enjoy
tons of open space for RP.Agreed. Just the other day when I was making a new alt, I fretted over the difficulty in making my character's body interesting proportionally. One of my friends remarked, "May as well get on with it. It's not like you can give him a peg leg". We then both exclaimed how amazing that would be, all the while imagining it quite impossible. Then they go and debut personalities. I really hope there will be some more less classically heroic personalities as well. I want an enfeebled walk with a cane/staff personality. I want it so bad... Also yes Quen's sit. Do want!|Personalities|
Also we'd love to see more animation variations to the Personality as well. Like a different /sit and /sitchair, that would be awesome!
(Could use Quen's sit emote for example)
Though keep it coming! It's a very creative and interesting way of giving RPers more emotes to use in their RP!To add to this, I would love to see clothing lines be lootable. In the same way that I can steal the armor/ weapons from weapon racks, it would be really fun to steal clothing off of clothes lines. The lines exist and so does the clothing. We just need the one to be interactable and the other in its loot table. It would be a nice immersive twist to finding the clothing and give RPers a more reliable way of assembling their outfits.|Costumes|
There's tons of new costumes, which we love! We love it to death! Though we'd also love to see more in game lootable garb,
like was added in the beginning of the game.This one absolutely cannot happen. I know what you mean and I understand the frustration. But imagine the even greater frustration caused when a non-combat situation (being in town) turns to combat (stealing)... The collision flips from off to on and suddenly you are clipped inside your attacker and can neither flee nor attack him/her. Not a good idea.|NPCs Interrupting Animations|
There you are, all badass leaning against a wall and BAM! Guard or NPC decides that they want to wreck your animation.
Our suggestion would be to turn off collision out of combat, as there are in some places just too many wandering guards and NPCs.]
This would actually be an ideal solution, but likely impractical. For this to happen, someone would have to make multiple navmeshes with multiple routes to accommodate all the possible arrangements of players obstructing the space. They would have to repeat this process for every single location where the non-combat NPCs move around, which as you might imagine is a lot of places. On top of all that, they'd have to have some system which could scan the player configuration in a space and then dynamically swap the navmesh to suit it. A lot of work and if it were even possible in the first place, all those extra calculations would probably cause a fair bit of lag.- NPC's suddenly become vastly more intelligent and move around players.
Maybe, but having an obstruction not marked on the navmesh will leave an NPC completely lost as to what to do next, walled off by a player and walking in place against said player like a derp. Might throw your roleplaying session off a bit being used as a human treadmill- Emoting roots the player in place so NPC's cannot force you to move.
This would actually be an ideal solution, but likely impractical. For this to happen, someone would have to make multiple navmeshes with multiple routes to accommodate all the possible arrangements of players obstructing the space. They would have to repeat this process for every single location where the non-combat NPCs move around, which as you might imagine is a lot of places. On top of all that, they'd have to have some system which could scan the player configuration in a space and then dynamically swap the navmesh to suit it. A lot of work and if it were even possible in the first place, all those extra calculations would probably cause a fair bit of lag.- NPC's suddenly become vastly more intelligent and move around players.
Well that or some really enterprising programmer needs to figure out a more advanced form of AI pathing that doesn't involve navmeshes. Someday...Maybe, but having an obstruction not marked on the navmesh will leave an NPC completely lost as to what to do next, walled off by a player and walking in place against said player like a derp. Might throw your roleplaying session off a bit being used as a human treadmill- Emoting roots the player in place so NPC's cannot force you to move.
Agree with everything you said, and would like to add.
Events. This game needs in game lore friendly events. As it stands right now this game is suffering from variety. You either quest, raid, or pvp. There is no housing, there are no events, there are no mini games. These things are essential to a good mmorpg.
I have another suggestion, as a Role Player in Tamriel as it is, it's really difficult to get immersed.
I'll give you a good example beneath. I want to see a RP instance or server for Role Players to enter so that they
have the option of entering it or not. As of now it's really hard for us to do public events without being trolled.
I have another suggestion, as a Role Player in Tamriel as it is, it's really difficult to get immersed.
I'll give you a good example beneath. I want to see a RP instance or server for Role Players to enter so that they
have the option of entering it or not. As of now it's really hard for us to do public events without being trolled.
I don't think this is necessary, really. In fact, I wouldn't really want an RP-only server. What I do want, however, is an "invisignore" function. Right now you can put trolls in your ignore list: you won't see what they post in chat, but you will still see what they do. If ignoring people worked as "invisignore", you wouldn't be able to see their characters at all.
I might be a roleplayer, but I heartily disagree with negating the value of trespassing after the quest is over. Completing the quests do not provide a reason why the character would be permitted to be on the private grounds, at least not at the moment. It takes more of a toll to connection to the game world when players can suddenly stop having to pay attention to the rules of a location only after a non-related quest is completed.
Consider this however: within most areas deemed for trespassing, there are other people doing work. Perhaps they have a job to transport goods to the docks, or a contract under the local leader. Perhaps they carry their permits to roam these grounds on their person, fit for the taking from a lively thief looking to find another way to blend in. Or rather maybe more legitimate businessmen and women could obtain a permit from the employer/owner through the bank in some form of a quest?
Who knows? Adding in more objectives to the game to solve in game problems might do wonders.