Bradleyastab14_ESO wrote: »I do wish this game was a more sandbox experience and less themepark. It's still a good MMO with tons of content but they did play it a bit safe, I agree.
Sandbox is a bit too generalized a term i think.
People here are asking for suggestions. I can't come up with anything good as this isn't my field.
However, using the current system i think there could have been a more impact result from our decisions using the mega server technology.
For an extreme example, ill use a scenario similar to fallouts. Perhaps theres some major decision you make in ESO that decides the entire fate of a town. Like say, either unleashing oblivion on a town and obliterating it (With following quest lines in the realm of oblivion), or rescuing the town and having an alternate quest line for the still-intact town
Dagoth_Rac wrote: »Bradleyastab14_ESO wrote: »I do wish this game was a more sandbox experience and less themepark. It's still a good MMO with tons of content but they did play it a bit safe, I agree.
Sandbox is a bit too generalized a term i think.
People here are asking for suggestions. I can't come up with anything good as this isn't my field.
However, using the current system i think there could have been a more impact result from our decisions using the mega server technology.
For an extreme example, ill use a scenario similar to fallouts. Perhaps theres some major decision you make in ESO that decides the entire fate of a town. Like say, either unleashing oblivion on a town and obliterating it (With following quest lines in the realm of oblivion), or rescuing the town and having an alternate quest line for the still-intact town
Having a consistent story and world and narrative across players is important in ESO due to its emphasis on as little separation as possible between players.
The kind of unique character decisions you want present serious complications for grouping and playing with others. Suddenly everyone is experiencing a different story and world. Do you respect those choices and prevent players from grouping with other players who made different choices? Or can you group with anyone you want? In that case, whose "world" takes precedence? The group leader? If you jump into a different world and storyline every time you group with someone, it kind of destroys that sense of your choices having long-lasting meaning and impact. And it can cause confusion and annoyance for players. If you just spent days saving a bunch of towns all across a zone, you may not want to group with another player and suddenly see all those towns burned to the ground and summoned Daedra all over the place because other player made the "evil" choices in quests.
But if you cannot group with players who made different choices than you, you now have a much reduced set of players to group with, which is a big problem in an MMO. You want people to quickly and easily and consistently form groups and that requires as large a population of other players to group with as possible. That is the major reason that no matter what choices you make along the way in a quest, they always essentially end the same and with the same impact on game world. Because you need to have all players on the same page, so to say, upon quest completion.
ZOS are not preventing our choices from making permanent impact on the game world out of spite or laziness. The demands of a game that emphasizes social interactions and playing together is in conflict with each player being given choices that permanently alter the game world. It will inevitably lead to players being "phased" into instances shared with fewer and fewer people who made same choices as you. You do hundreds of quests and make hundreds of choices with real impact on game world. You now have a unique, immersive, personalized, varied experience ... and hardly anyone to share it with.
MEBengalsFan2001 wrote: »CosmicSoul wrote: »MLGProPlayer wrote: »It sounds to me like you're looking for a single player RPG experience.
MMOs will never be as deep as single player RPGs. If you're looking for the same level of depth and sense of personal impact in an MMO, you will disappointed. It's just not possible to design a multiplayer experience that plays like that.
Older mmorpgs had tons of classes and depth your very wrong here.
I'm playing through the story right now and it feels like a single play RPG. Once that is done I know the game will shift a bit to more group content like most MMOs do. You have the initial content which is usually done solo to allow you to develop skill to play end game. From there you continue with solo content to fine tune your skill to play end game. Than you play end game content. RPG simply does the story and than you are done.
As for classes, in other game most classes can be two roles: DPS and support or two support roles. Very rarely does other MMOS offer the ability to play all roles with 1 class. Than to top it off, like other games ESO has weapon type DPS (stamina) and magical based DPS. So depth of character is there and there are plenty of skills to learn and develop to expand on your character.
ESO is far from perfect, every MMO has flaws, but this game has quite a bit going for it.
I'm still far off from reaching end game but I will continue to play my character and grind out content to get his level up to end game.
It sounds to me like the OP wants a sandbox MMO, not a theme park one. For that to happen, however, the MMO couldn't be derived from an established IP like TES as with that comes a preset world and lore. It's also impractical in a MMO to have hundreds of thousands of unique characters - although in my view the appearance aspect is something that ZOS have nailed very well (especially since the introduction of dyes) as I have never come across another character looking even remotely like any of my characters.
CosmicSoul wrote: »MEBengalsFan2001 wrote: »CosmicSoul wrote: »MLGProPlayer wrote: »It sounds to me like you're looking for a single player RPG experience.
MMOs will never be as deep as single player RPGs. If you're looking for the same level of depth and sense of personal impact in an MMO, you will disappointed. It's just not possible to design a multiplayer experience that plays like that.
Older mmorpgs had tons of classes and depth your very wrong here.
I'm playing through the story right now and it feels like a single play RPG. Once that is done I know the game will shift a bit to more group content like most MMOs do. You have the initial content which is usually done solo to allow you to develop skill to play end game. From there you continue with solo content to fine tune your skill to play end game. Than you play end game content. RPG simply does the story and than you are done.
As for classes, in other game most classes can be two roles: DPS and support or two support roles. Very rarely does other MMOS offer the ability to play all roles with 1 class. Than to top it off, like other games ESO has weapon type DPS (stamina) and magical based DPS. So depth of character is there and there are plenty of skills to learn and develop to expand on your character.
ESO is far from perfect, every MMO has flaws, but this game has quite a bit going for it.
I'm still far off from reaching end game but I will continue to play my character and grind out content to get his level up to end game.
As I said older mmorpgs, I am not talking about current classes but your forgetting allow of roles, from eq1, 2, city of heroes, to even wow, there was roles for cc, mana batteries, roles for buffing classes, roles for all different kinds of styles of play, offhealers, off tanks, the list goes on and they where all viable in these games, tons of hybrids existed and it worked.
I think most video games suffer from the Star Trek Syndrome. 430 Officers and Crew on the Star Ship and only the Captain goes to the Planet (OK, with the other 3 most important crew on the ship).
Not sure if it's a Trope that developers are loath to get away from or what. Although it seems from the limited amount of playing GTA, that your pretty much a scrub dropped off in the world and there is nothing special about you. Could not get into the GTA games becuase I could never drive the car very well. And, GTA is not really an RPG, just has some elements of an RPG.
Anyway, I guess the big question is, can an MMORPG be built around a Scrub Character that lives in the game world with no special purpose or lineage or reason for being? I have yet to see an RPG that is built that way. Well, you can ignore the main quests in the other Bethesda RPG's, but the Main Quest still makes you the Special Snowflake of the Game World. But, at least you can carve out some anonymity in those games.
So that is the real question, if someone builds an RPG, MMO or Not, that gives the PC Anonymity and leaves them no more special than any Generic NPC, would anyone play it?
CosmicSoul wrote: »MLGProPlayer wrote: »It sounds to me like you're looking for a single player RPG experience.
MMOs will never be as deep as single player RPGs. If you're looking for the same level of depth and sense of personal impact in an MMO, you will disappointed. It's just not possible to design a multiplayer experience that plays like that.
Older mmorpgs had tons of classes and depth your very wrong here.
Wifeaggro13 wrote: »CosmicSoul wrote: »MEBengalsFan2001 wrote: »CosmicSoul wrote: »MLGProPlayer wrote: »It sounds to me like you're looking for a single player RPG experience.
MMOs will never be as deep as single player RPGs. If you're looking for the same level of depth and sense of personal impact in an MMO, you will disappointed. It's just not possible to design a multiplayer experience that plays like that.
Older mmorpgs had tons of classes and depth your very wrong here.
I'm playing through the story right now and it feels like a single play RPG. Once that is done I know the game will shift a bit to more group content like most MMOs do. You have the initial content which is usually done solo to allow you to develop skill to play end game. From there you continue with solo content to fine tune your skill to play end game. Than you play end game content. RPG simply does the story and than you are done.
As for classes, in other game most classes can be two roles: DPS and support or two support roles. Very rarely does other MMOS offer the ability to play all roles with 1 class. Than to top it off, like other games ESO has weapon type DPS (stamina) and magical based DPS. So depth of character is there and there are plenty of skills to learn and develop to expand on your character.
ESO is far from perfect, every MMO has flaws, but this game has quite a bit going for it.
I'm still far off from reaching end game but I will continue to play my character and grind out content to get his level up to end game.
As I said older mmorpgs, I am not talking about current classes but your forgetting allow of roles, from eq1, 2, city of heroes, to even wow, there was roles for cc, mana batteries, roles for buffing classes, roles for all different kinds of styles of play, offhealers, off tanks, the list goes on and they where all viable in these games, tons of hybrids existed and it worked.
You are absloutely Correct . The combat Dynamics in ESO are lacking in comparison . The dynamics of a game with a larger group and role requirement of Tank,helar , DPS, CC, Buffing, And utility made for much more engaging encounters and exciting dynamic combat. In ESO DPS is really the only dynamic that matter, this and situational awareness. This is a very watered down easy bake oven design and leaves little room for enriching and expanding the group dynamics.
kevlarto_ESO wrote: »CosmicSoul wrote: »MLGProPlayer wrote: »It sounds to me like you're looking for a single player RPG experience.
MMOs will never be as deep as single player RPGs. If you're looking for the same level of depth and sense of personal impact in an MMO, you will disappointed. It's just not possible to design a multiplayer experience that plays like that.
Older mmorpgs had tons of classes and depth your very wrong here.
Older mmo's did have more depth and content, the journey was more important than end game, because it took you along time to get to end game in the older games, not sure if that formula would fly these days they would at best be a niche game, times have changed, free to play, buy to play app games none of that stuff was really around back in the early EQ days.
ESO has tried to bridge a gap between a single player game franchise and an online mmo, and give the fans of both the single player games and mmo's a place to play, they have done ok in some areas, but it will never be enough in either direction to please some people,
I would love to see some online games that are not just cookie cutter games with a different skin.
Anyway, I guess the big question is, can an MMORPG be built around a Scrub Character that lives in the game world with no special purpose or lineage or reason for being? I have yet to see an RPG that is built that way. Well, you can ignore the main quests in the other Bethesda RPG's, but the Main Quest still makes you the Special Snowflake of the Game World. But, at least you can carve out some anonymity in those games.
to be honest ive never seen such a well crafted mmo with so much accessible content that you can play with a controller in first person.
I cant believe its not more popular. Its like a Syrim version of Dark Age of Camelot.
I don't pvp much and I know there are issues there, but my biggest gripe would be the lack of a search function at the guild vendors.
MLGProPlayer wrote: »It sounds to me like you're looking for a single player RPG experience.
MMOs will never be as deep as single player RPGs. If you're looking for the same level of depth and sense of personal impact in an MMO, you will disappointed. It's just not possible to design a multiplayer experience that plays like that.
Bradleyastab14_ESO wrote: »Dagoth_Rac wrote: »Bradleyastab14_ESO wrote: »I do wish this game was a more sandbox experience and less themepark. It's still a good MMO with tons of content but they did play it a bit safe, I agree.
Sandbox is a bit too generalized a term i think.
People here are asking for suggestions. I can't come up with anything good as this isn't my field.
However, using the current system i think there could have been a more impact result from our decisions using the mega server technology.
For an extreme example, ill use a scenario similar to fallouts. Perhaps theres some major decision you make in ESO that decides the entire fate of a town. Like say, either unleashing oblivion on a town and obliterating it (With following quest lines in the realm of oblivion), or rescuing the town and having an alternate quest line for the still-intact town
Having a consistent story and world and narrative across players is important in ESO due to its emphasis on as little separation as possible between players.
The kind of unique character decisions you want present serious complications for grouping and playing with others. Suddenly everyone is experiencing a different story and world. Do you respect those choices and prevent players from grouping with other players who made different choices? Or can you group with anyone you want? In that case, whose "world" takes precedence? The group leader? If you jump into a different world and storyline every time you group with someone, it kind of destroys that sense of your choices having long-lasting meaning and impact. And it can cause confusion and annoyance for players. If you just spent days saving a bunch of towns all across a zone, you may not want to group with another player and suddenly see all those towns burned to the ground and summoned Daedra all over the place because other player made the "evil" choices in quests.
But if you cannot group with players who made different choices than you, you now have a much reduced set of players to group with, which is a big problem in an MMO. You want people to quickly and easily and consistently form groups and that requires as large a population of other players to group with as possible. That is the major reason that no matter what choices you make along the way in a quest, they always essentially end the same and with the same impact on game world. Because you need to have all players on the same page, so to say, upon quest completion.
ZOS are not preventing our choices from making permanent impact on the game world out of spite or laziness. The demands of a game that emphasizes social interactions and playing together is in conflict with each player being given choices that permanently alter the game world. It will inevitably lead to players being "phased" into instances shared with fewer and fewer people who made same choices as you. You do hundreds of quests and make hundreds of choices with real impact on game world. You now have a unique, immersive, personalized, varied experience ... and hardly anyone to share it with.
I understand that you seem to side with the paradigm of the developers and their fatal decision to do something safe and tried.
I, on the other hand, believe i'd very much enjoy the aspect of occasionally running into another player who just so happens to have the same world choices as i.
Especially considering the view of the devs was to have it "feel" like a solo rpg experience
The game could even have a list updated in real time of the players that are currently sharing a world which relates to your choices on those fatal decisions, so you can go find those players (who obviously have something in common with you already) and cherish the fact that you are, in fact, playing with another player in a true elder scrolls experience. The player interaction in this case would follow the "quality over quantity" paradigm.