I def. follow you and like some of these idea- but I don't like change -_-
At this point if they did something like flat our remove CP I'd probably ragequit and feel like I lost 3 years of progress.
And removing the 1-50 allocation points is a bad idea... especially sticking them on gear... you will be shoehorning people even more than they already are.
Uriel_Nocturne wrote: »Just open up every single Class Skill to every character, let us apply our acquired Skill points into any Class Skill Line that we choose, and we get to craft our own "Class" through the allotment of Skill Points into the Skills that we desire.
Whether CP's stay or go... I'm neither "here nor there" on the subject. If CP's went away, I doubt I'd notice. After the abortive Morrowind Update, CP allotment has become trivial anyway. So CP's could stay or go, and I wouldn't even blink an eye.
But remove "Classes".
Open up all of the possible Skill lines and make them available to every player equally. Let the Player choose where/when to spend Skill Points, and let them craft their own "Class" that best fits their desires for their character.
That would be true freedom in this MMO.
I do find it strange that we have to wait till level 42 to get our last class skill. In most games I've played where levels don't exist, it is skills where you progress. Overall, leveling does offer pure progression feel but I think having a skill go up to over six hundred is just asking for trouble seeing as everyone is doing the same thing. Groups would bar anyone below and would anyone below even be able to take advantage of having the whole world open if their skills can't do anything. The biggest reason I like levels (not ESO levels but normal game level) is that you may have struggled but eventually you will overcome every thing in that area. You move on to the next and repeat. Skill based is a bit like the same thing. You don't have access to all of then and eventually you do. Designing around level is just simpler to me. Its clear and just about perfected at this point. Skill isn't as clear. ESO seems to have an odd mixture of the two where you can still kill most things but some are designed to be impossible alone. I shudder to think of it being completely skill based and their love of nerfs.
I'd be down with that.NewBlacksmurf wrote: »Uriel_Nocturne wrote: »Just open up every single Class Skill to every character, let us apply our acquired Skill points into any Class Skill Line that we choose, and we get to craft our own "Class" through the allotment of Skill Points into the Skills that we desire.
Whether CP's stay or go... I'm neither "here nor there" on the subject. If CP's went away, I doubt I'd notice. After the abortive Morrowind Update, CP allotment has become trivial anyway. So CP's could stay or go, and I wouldn't even blink an eye.
But remove "Classes".
Open up all of the possible Skill lines and make them available to every player equally. Let the Player choose where/when to spend Skill Points, and let them craft their own "Class" that best fits their desires for their character.
That would be true freedom in this MMO.
@Uriel_Nocturne
I'd be open to removing class selection upon character creation IF and only IF....
Follow me...
Spell crafting was introduced and within that system, the class skill lines were there instead
I'm open to it tho
Uriel_Nocturne wrote: »I'd be down with that.NewBlacksmurf wrote: »Uriel_Nocturne wrote: »Just open up every single Class Skill to every character, let us apply our acquired Skill points into any Class Skill Line that we choose, and we get to craft our own "Class" through the allotment of Skill Points into the Skills that we desire.
Whether CP's stay or go... I'm neither "here nor there" on the subject. If CP's went away, I doubt I'd notice. After the abortive Morrowind Update, CP allotment has become trivial anyway. So CP's could stay or go, and I wouldn't even blink an eye.
But remove "Classes".
Open up all of the possible Skill lines and make them available to every player equally. Let the Player choose where/when to spend Skill Points, and let them craft their own "Class" that best fits their desires for their character.
That would be true freedom in this MMO.
@Uriel_Nocturne
I'd be open to removing class selection upon character creation IF and only IF....
Follow me...
Spell crafting was introduced and within that system, the class skill lines were there instead
I'm open to it tho
I've wanted Spell Crafting since the Beta for this game, and it saddens me that it's nowhere on ZOS's development schedule. ZOS has simply given up on adding it in it seems, and that's just a huge blow to the game for me.
But in lieu of getting spell crafting in a more proper fashion, I would be willing to have a "Spell Crafting" Skill line, that simply opened up every regular "Class Skill" tree to development by any character.
I guess I could settle for that.
Uriel_Nocturne wrote: »Just open up every single Class Skill to every character, let us apply our acquired Skill points into any Class Skill Line that we choose, and we get to craft our own "Class" through the allotment of Skill Points into the Skills that we desire.
Whether CP's stay or go... I'm neither "here nor there" on the subject. If CP's went away, I doubt I'd notice. After the abortive Morrowind Update, CP allotment has become trivial anyway. So CP's could stay or go, and I wouldn't even blink an eye.
But remove "Classes".
Open up all of the possible Skill lines and make them available to every player equally. Let the Player choose where/when to spend Skill Points, and let them craft their own "Class" that best fits their desires for their character.
That would be true freedom in this MMO.
CromulentForumID wrote: »Uriel_Nocturne wrote: »Just open up every single Class Skill to every character, let us apply our acquired Skill points into any Class Skill Line that we choose, and we get to craft our own "Class" through the allotment of Skill Points into the Skills that we desire.
Whether CP's stay or go... I'm neither "here nor there" on the subject. If CP's went away, I doubt I'd notice. After the abortive Morrowind Update, CP allotment has become trivial anyway. So CP's could stay or go, and I wouldn't even blink an eye.
But remove "Classes".
Open up all of the possible Skill lines and make them available to every player equally. Let the Player choose where/when to spend Skill Points, and let them craft their own "Class" that best fits their desires for their character.
That would be true freedom in this MMO.
They can't balance the game with restrictions. You want them to try to balance without them?
You can't ignore balance in a game with PVP.
NewBlacksmurf wrote: »CromulentForumID wrote: »Uriel_Nocturne wrote: »Just open up every single Class Skill to every character, let us apply our acquired Skill points into any Class Skill Line that we choose, and we get to craft our own "Class" through the allotment of Skill Points into the Skills that we desire.
Whether CP's stay or go... I'm neither "here nor there" on the subject. If CP's went away, I doubt I'd notice. After the abortive Morrowind Update, CP allotment has become trivial anyway. So CP's could stay or go, and I wouldn't even blink an eye.
But remove "Classes".
Open up all of the possible Skill lines and make them available to every player equally. Let the Player choose where/when to spend Skill Points, and let them craft their own "Class" that best fits their desires for their character.
That would be true freedom in this MMO.
They can't balance the game with restrictions. You want them to try to balance without them?
You can't ignore balance in a game with PVP.
We just balanced it for them
Avran_Sylt wrote: »Well, part of the issue I think with spell crafting is how they are currently handling resource regen. Prior to the Stat stacking meta that arose, I think they wanted to have hybrid builds be the meta. But since weapons determine how fast you can regain resources (stam or mag based on weapon type heavy attack), you'd have to significantly sacrifice damage in order to gain sustain or slot a staff and sacrifice an additional 5 piece to regain magicka.
It's something I'll continue hounding on, but I really think that substantial resource regen should be tied with momentarily pausing your usage of a particular resource pool. Such that not running, using a stamina ability allows you to regain stamina at a faster rate, and not casting spells allows you to regain magicka at a faster rate. Such that regen sets will still shine on allowing continuous use of a resource pool, but you'll no longer be restricted to solely stam or mag and heavy attacks. mixing up resource pool usage and a seperation from a weapon type requirement would really allow for hybrids to be strong as well as freeing up slots for created spells that have utility for stamina users, as well as allowing magicka users to fall back on stamina based skills if the need arises (Battlemage).
starkerealm wrote: »NewBlacksmurf wrote: »CromulentForumID wrote: »Uriel_Nocturne wrote: »Just open up every single Class Skill to every character, let us apply our acquired Skill points into any Class Skill Line that we choose, and we get to craft our own "Class" through the allotment of Skill Points into the Skills that we desire.
Whether CP's stay or go... I'm neither "here nor there" on the subject. If CP's went away, I doubt I'd notice. After the abortive Morrowind Update, CP allotment has become trivial anyway. So CP's could stay or go, and I wouldn't even blink an eye.
But remove "Classes".
Open up all of the possible Skill lines and make them available to every player equally. Let the Player choose where/when to spend Skill Points, and let them craft their own "Class" that best fits their desires for their character.
That would be true freedom in this MMO.
They can't balance the game with restrictions. You want them to try to balance without them?
You can't ignore balance in a game with PVP.
We just balanced it for them
No, not really. You just created a game that would be even more heavily skewed towards flavor of the month builds.
NewBlacksmurf wrote: »Avran_Sylt wrote: »Well, part of the issue I think with spell crafting is how they are currently handling resource regen. Prior to the Stat stacking meta that arose, I think they wanted to have hybrid builds be the meta. But since weapons determine how fast you can regain resources (stam or mag based on weapon type heavy attack), you'd have to significantly sacrifice damage in order to gain sustain or slot a staff and sacrifice an additional 5 piece to regain magicka.
It's something I'll continue hounding on, but I really think that substantial resource regen should be tied with momentarily pausing your usage of a particular resource pool. Such that not running, using a stamina ability allows you to regain stamina at a faster rate, and not casting spells allows you to regain magicka at a faster rate. Such that regen sets will still shine on allowing continuous use of a resource pool, but you'll no longer be restricted to solely stam or mag and heavy attacks. mixing up resource pool usage and a seperation from a weapon type requirement would really allow for hybrids to be strong as well as freeing up slots for created spells that have utility for stamina users, as well as allowing magicka users to fall back on stamina based skills if the need arises (Battlemage).
@Avran_Sylt
That's why my suggestion completely removes stats from the character stat and instead outa those on weapons and gear.
Initially the game had a thing called overcharge which diminished the impact of food and too many stats in one category
To me this is the direction that makes sense cause it's in line with TES series
- Remove players willing to remove one of the last meaningful layers from the game.NewBlacksmurf wrote: »Suggestion
-remove character levels 1-50
-remove CP level indicators entirely
-remove health, Magic, Stamina stat points entirely (place those on gear instead but allow those to be changed ingame via enchanting or crafting)
NewBlacksmurf wrote: »starkerealm wrote: »NewBlacksmurf wrote: »CromulentForumID wrote: »Uriel_Nocturne wrote: »Just open up every single Class Skill to every character, let us apply our acquired Skill points into any Class Skill Line that we choose, and we get to craft our own "Class" through the allotment of Skill Points into the Skills that we desire.
Whether CP's stay or go... I'm neither "here nor there" on the subject. If CP's went away, I doubt I'd notice. After the abortive Morrowind Update, CP allotment has become trivial anyway. So CP's could stay or go, and I wouldn't even blink an eye.
But remove "Classes".
Open up all of the possible Skill lines and make them available to every player equally. Let the Player choose where/when to spend Skill Points, and let them craft their own "Class" that best fits their desires for their character.
That would be true freedom in this MMO.
They can't balance the game with restrictions. You want them to try to balance without them?
You can't ignore balance in a game with PVP.
We just balanced it for them
No, not really. You just created a game that would be even more heavily skewed towards flavor of the month builds.
@starkerealm
Actually no.
What happens here is a player has to choose because you're not giving them access to everything as they need skills to unlock it. And the only way to unlock it would be by playing. That could mean quests, group content, PvP, etc.
Technically it would force people to change builds around to unlock new options so it completely removes any flavor of the month where's today, ppl throw a skill on a bar and never use it and then unlock what they want while grinding.
starkerealm wrote: »NewBlacksmurf wrote: »starkerealm wrote: »NewBlacksmurf wrote: »CromulentForumID wrote: »Uriel_Nocturne wrote: »Just open up every single Class Skill to every character, let us apply our acquired Skill points into any Class Skill Line that we choose, and we get to craft our own "Class" through the allotment of Skill Points into the Skills that we desire.
Whether CP's stay or go... I'm neither "here nor there" on the subject. If CP's went away, I doubt I'd notice. After the abortive Morrowind Update, CP allotment has become trivial anyway. So CP's could stay or go, and I wouldn't even blink an eye.
But remove "Classes".
Open up all of the possible Skill lines and make them available to every player equally. Let the Player choose where/when to spend Skill Points, and let them craft their own "Class" that best fits their desires for their character.
That would be true freedom in this MMO.
They can't balance the game with restrictions. You want them to try to balance without them?
You can't ignore balance in a game with PVP.
We just balanced it for them
No, not really. You just created a game that would be even more heavily skewed towards flavor of the month builds.
@starkerealm
Actually no.
What happens here is a player has to choose because you're not giving them access to everything as they need skills to unlock it. And the only way to unlock it would be by playing. That could mean quests, group content, PvP, etc.
Technically it would force people to change builds around to unlock new options so it completely removes any flavor of the month where's today, ppl throw a skill on a bar and never use it and then unlock what they want while grinding.
I hate having to ask, but you've played MMOs before? I don't know, maybe like that one... what was the name? Elder Scrolls Online?
Ironically, locking it would actually make things worse.
You have a system where one skill line would be more valuable than another. Okay, that's not balance.
In a system like ESO, as it exists now, that's manageable. You can create a coherent playstyle identity for a class, and so long as the available skills feed into that, then, okay, sure, it works. If the gestalt of a class is, more or less, in line with the others, then it's balanced.
Something else I hate having to say, but, actually getting things on a mostly even keel is exceedingly difficult. It's easy enough to say, "well, these two powers are systemically similar, and are roughly equivalent on paper, only to see things go completely sideways on live when someone figures out how to exploit the synergies you never thought of.
In an open system, where any character can (in theory) access any skill, things get way harder. First, you're dealing with synergies you never considered. Hell, countless threads before have talked about the hilarious things you could do mixing classes with each other. It's comically broken stuff.
Second, balancing skill lines against one another with the intention of making a coherent class identity is far easier than trying to balance the entire thing as a single entity.
And this is before we even get to the subject of unlocking skills. Ever see the PvPers whine on here about how they need to max out the Undaunted skill line? I mean, it does happen. They'll wander in, go, "but, we don't want to," and then go and do it anyway.
Locking character options behind content only means players will rush through that content. If you're wondering, "why does this matter," it's because your plan will not affect how veteran players approach the game. We'd keep clearing content, and, more importantly, we'd know where to clear content, in search of the most useful skills or skill lines.
Actually locking this stuff up would make life harder for newbies. Especially if they were restricted to weaker, or less useful skill lines.
Further, handicapping the player like that can have sever consequences for retention. There was a comment from one of the developers of APB, who explained that, when the game launched, players were restricted to a low quality car. The problem was, because it handled poorly, a lot of players assumed that the driving in the game was bad, not that the car they'd started with was to blame.
Lock newbies down to garbage tier skills, and they can easily end up with the perception that the game's combat is uninteresting. Seeing more abilities squirreled away in some zone they've never heard of, won't keep them around.
In all of this the worst thing you can do is lock the number of skills a player could pick up, under your system, because that would result in situations where players would cripple their characters simply by playing the game. Which also doesn't sound like a good idea.
But, at the core of this the same problem remains. If you have 15 skills, and only two of them are viable, that's not balance. Throwing more skills at the pile, ending up with 75 skills, and having only ten of them as viable is no more balanced.
emilyhyoyeon wrote: »"*Remove classes from character creation selection and input them into the world under some new Spell Crafting concepts (keep all the skills tho)"
does this mean that the current class skills would become craftable skills?
Peekachu99 wrote: »Do you honestly think a game wide overhaul like this is reasonable or feasible? Two years into release? I'm mean look at the rage-quits and pushback (yourself included) when they adjusted systems for Morrowind.
What you've proposed, or any other change as drastic will never happen. They're going to keep tinkering with CP until they (hopefully) get it right (or just better). The audience is too large and ingrained now. At best, they'll do a "reboot" in 5 years once attrition sets in.
As well, basing progression solely on gear is what every other game is doing. I like how ESO at least tries to differentiate themselves.
IM pretty sure people that worked their asses up to cp 630+ will really like having them removed, i'm really sure i will like it. I love One Tamriel, i love the idea i can go quest where ever i want to go where i feel to go to get crafing materials, if i want to go in desert i can, if i want nice woods, i can, if i want swamps, i can. On my side i like things how they turned out. I love the idea of having CP and 1-49 aside, since it forces people to at least get one lvl 50 to get able to use CP passives and points.