Talon_Draconis wrote: »Main problem with MMOs ESO included everybody just keeps grinding until you get the uber set and max stats in everything.
1 1 progression should be capped but should take real years to reach it.
2.you should get very limited points to put into skills make them very rare but it you specialize that skill should be almost godlike,
Like if you a Japaneses sword smith whoes blades can cut through steel but it should take game years amd dedication to reach it....not just grinding it...or paying RLM for it it should take playing the game.
On the other hand the game should be interesting for casual players too....a goblin radier drops a clue to his lair you might be able to sneak in and get a treasure,,,
jedtb16_ESO wrote: »Talon_Draconis wrote: »Main problem with MMOs ESO included everybody just keeps grinding until you get the uber set and max stats in everything.
1 1 progression should be capped but should take real years to reach it.
2.you should get very limited points to put into skills make them very rare but it you specialize that skill should be almost godlike,
Like if you a Japaneses sword smith whoes blades can cut through steel but it should take game years amd dedication to reach it....not just grinding it...or paying RLM for it it should take playing the game.
On the other hand the game should be interesting for casual players too....a goblin radier drops a clue to his lair you might be able to sneak in and get a treasure,,,
whats the difference between 'dedication and game years' and 'just grinding'?
Seems like a lot of us old school mmo players kinda want the same things. I like eso, it's a good game. But look at it this way, people are already complaining gear is too hard. lol There is no way you could sell the average player on full loot open pvp. The adrenalyn rush getting attacked out of no where, the consequences you know you'll face if you die, the relationships with friends and foesthat's not why people play mmos anymore.
It's really survival horror that tries to deliver those social elements, like Dayz, not a good game really but it has that goin for it.
Seems like a lot of us old school mmo players kinda want the same things. I like eso, it's a good game. But look at it this way, people are already complaining gear is too hard. lol There is no way you could sell the average player on full loot open pvp. The adrenalyn rush getting attacked out of no where, the consequences you know you'll face if you die, the relationships with friends and foesthat's not why people play mmos anymore.
It's really survival horror that tries to deliver those social elements, like Dayz, not a good game really but it has that goin for it.
nice
okay, off topic and number one on my wish list:
quest choices which actually cause a consequence and are translated into reputation which would imfluence further gameplay...
other than fallout 3 and telltale's walking dead, I can't think of another game which consistently followed through with "reputation" influenced by game choices...
ESO has definitely had some nice moments also though - i remember somewhere in the AD storyline (i think) having someone kill their son for treason; plus the mages guild final quest had a nice twist...
Seems like a lot of us old school mmo players kinda want the same things. I like eso, it's a good game. But look at it this way, people are already complaining gear is too hard. lol There is no way you could sell the average player on full loot open pvp. The adrenalyn rush getting attacked out of no where, the consequences you know you'll face if you die, the relationships with friends and foesthat's not why people play mmos anymore.
It's really survival horror that tries to deliver those social elements, like Dayz, not a good game really but it has that goin for it.
In my experience it was never popular among the majority of people.
When Ultima Online started it was like that - anyone could attack anyone at any time and if you died they could take absolutely anything you had on you. I started playing just before they split the map so all servers had a PvP version which worked like that and a PvE-only version where you could only fight other people by consent in designated arenas. Everyone could switch between the two versions freely.
Pretty much as soon as they did it the PvP versions were abandoned (at least on all the servers I checked out). Most people weren't interested in being attacked so they switched over and within a few weeks I was repeatedly being warned to never, ever go to the PvP version unless I absolutely had to (and since they were identical there was no reason to switch), but it was kind of pointless because with no easy targets all the PK'ers switched too and found other things to do. Most of them were just doing it because it was an easy way to make gold - why go through a whole dungeon if you can wait at the entrance to gank people as they left and collect all the same rewards? So they switched to farming profitable enemies and resources (or in some cases scamming players).
When they added new maps they didn't even bother creating PvP-enabled versions, because no one was using the one they already had.
Seems like a lot of us old school mmo players kinda want the same things. I like eso, it's a good game. But look at it this way, people are already complaining gear is too hard. lol There is no way you could sell the average player on full loot open pvp. The adrenalyn rush getting attacked out of no where, the consequences you know you'll face if you die, the relationships with friends and foesthat's not why people play mmos anymore.
It's really survival horror that tries to deliver those social elements, like Dayz, not a good game really but it has that goin for it.
In my experience it was never popular among the majority of people.
When Ultima Online started it was like that - anyone could attack anyone at any time and if you died they could take absolutely anything you had on you. I started playing just before they split the map so all servers had a PvP version which worked like that and a PvE-only version where you could only fight other people by consent in designated arenas. Everyone could switch between the two versions freely.
Pretty much as soon as they did it the PvP versions were abandoned (at least on all the servers I checked out). Most people weren't interested in being attacked so they switched over and within a few weeks I was repeatedly being warned to never, ever go to the PvP version unless I absolutely had to (and since they were identical there was no reason to switch), but it was kind of pointless because with no easy targets all the PK'ers switched too and found other things to do. Most of them were just doing it because it was an easy way to make gold - why go through a whole dungeon if you can wait at the entrance to gank people as they left and collect all the same rewards? So they switched to farming profitable enemies and resources (or in some cases scamming players).
When they added new maps they didn't even bother creating PvP-enabled versions, because no one was using the one they already had.
In my experience it was never popular among the majority of people.Seems like a lot of us old school mmo players kinda want the same things. I like eso, it's a good game. But look at it this way, people are already complaining gear is too hard. lol There is no way you could sell the average player on full loot open pvp. The adrenalyn rush getting attacked out of no where, the consequences you know you'll face if you die, the relationships with friends and foesthat's not why people play mmos anymore.
It's really survival horror that tries to deliver those social elements, like Dayz, not a good game really but it has that goin for it.
RiddleDiddle wrote: »Kinda like the idea of reputation building, where your choice actually matters.
Right now the choices you make really do not impact the game at all.....
I really want to wander Tamriel and hear a guard say "You were the one that killed blah blah" or "Are you the one that saved blah blah?, it's an honor".
Make the choices have a real impact ZOS!
In my experience it was never popular among the majority of people.Seems like a lot of us old school mmo players kinda want the same things. I like eso, it's a good game. But look at it this way, people are already complaining gear is too hard. lol There is no way you could sell the average player on full loot open pvp. The adrenalyn rush getting attacked out of no where, the consequences you know you'll face if you die, the relationships with friends and foesthat's not why people play mmos anymore.
It's really survival horror that tries to deliver those social elements, like Dayz, not a good game really but it has that goin for it.
Well, dying in pvp and losing all your stuff isn't popular with anyone, nobody likes that. That doesn't mean that such a mechanic doesn't provide more compelling gameplay. MMO players also dont like difficulty, downtime, gold sinks, etc. that also doesnt mean those areas supported by mechanics are not vital to an MMO.
It's kind of a fabrication that the majority dont like pvp. No, the majority dont like to die/fail. If you gave the most staunch PVE only supporter an alpha toon to use for a day, they're gonna go kill some folks, and they'll enjoy it. Just not many can handle the highs and lows of pvp, they just want all highs then /logout.
Again, there is just no way that type of gameplay can produce a thrilling gameplay experience. People have just settled for the affirmation gameplay experience.
BlanketFort wrote: »RiddleDiddle wrote: »Kinda like the idea of reputation building, where your choice actually matters.
Right now the choices you make really do not impact the game at all.....
I really want to wander Tamriel and hear a guard say "You were the one that killed blah blah" or "Are you the one that saved blah blah?, it's an honor".
Make the choices have a real impact ZOS!
Hasn't it been that way for a long time? I may be hallucinating but everyone now and then, I hear NPCs talk about quest choices I made. Have also heard that last year, back when I was still on PC. But I could be wrong and in my addled mind, was simply hearing things.