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Remove character levels and CP levels to fix your larger issues One Tamriel approach

  • FearlessOne_2014
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    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.

    This idea I can fully get behind. And it wouldn't even hurt ZOS. Because they don't have class change tokens in th crown store. I always thought that by adding classes to this Elder Scrolls game. They did away with what made The Elder Scrolls titles combat very good and exciting. Total freedom of choice, unlike what we have in ESO. Which is more MMO then Elder Scrolls in my opinion.
  • Huyen
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    A large amount of threads for over two years complain, suggest, discuss and even detail interesting realities about the character levels.
    One Tamriel sought to open up the game and made it a lot more accessible.

    I find it odd that character levels 1-49 and Champion point as a level indicator still exist.
    Follow me....


    If from level 1-49 you're scaled and If from CP1-150 you're scaled (not exact) why not simplify the system as ZOS shares that lag comes from Cp calculations. Does that also apply to scaling 1-49 with CP?


    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)
    -Keep skill line level progression but instead of 1-50, make it 1-66......and when Level cap is raised....67-X
    -Crafting would align by potency of the stats crafted and nodes would be zone based
    -*Remove classes from character creation selection and input them into the world under some new Spell Crafting concepts (keep all the skills tho)

    This simplifies so much but retains the base concepts
    Beyond there you'll have true progression that's not confusing

    You want it to be like Skyrim. To bad this is a MMORPG, and not a simple RPG like Skyrim etc. So your demands will never be met as they are impossible to maintain in an ever changing enviroment that is ESO (or any MMORPG).
    Huyen Shadowpaw, dedicated nightblade tank - PS4 (Retired)
    Huyen Swiftpaw, nightblade dps - PC EU (Retired)
    Huyen Lightpaw, templar healer - PC EU (Retired)
    Huyen Swiftpaw, necromancer dps - PC EU (Retired)
    Huyen Swiftpaw, dragonknight (no defined role yet)

    "Failure is only the opportunity to begin again. Only this time, more wisely" - Uncle Iroh
  • QuebraRegra
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    can we go full classless skills/stats a la OBLIVION? (with some prebuild options for the weak minded)
  • NewBlacksmurf
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    Huyen wrote: »
    A large amount of threads for over two years complain, suggest, discuss and even detail interesting realities about the character levels.
    One Tamriel sought to open up the game and made it a lot more accessible.

    I find it odd that character levels 1-49 and Champion point as a level indicator still exist.
    Follow me....


    If from level 1-49 you're scaled and If from CP1-150 you're scaled (not exact) why not simplify the system as ZOS shares that lag comes from Cp calculations. Does that also apply to scaling 1-49 with CP?


    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)
    -Keep skill line level progression but instead of 1-50, make it 1-66......and when Level cap is raised....67-X
    -Crafting would align by potency of the stats crafted and nodes would be zone based
    -*Remove classes from character creation selection and input them into the world under some new Spell Crafting concepts (keep all the skills tho)

    This simplifies so much but retains the base concepts
    Beyond there you'll have true progression that's not confusing

    You want it to be like Skyrim. To bad this is a MMORPG, and not a simple RPG like Skyrim etc. So your demands will never be met as they are impossible to maintain in an ever changing enviroment that is ESO (or any MMORPG).

    @Huyen

    MMORPG - in short is a role playing game on a server that can host hundreds or thousands of players at once.

    Nothing about that forces a game type

    I do follow the context that MMORPG is often used to convey certain gameplay experiences and elements, but why wouldn't you want different games to exist differently?

    What ideas are impossible?
    It's removing things that ZOS says cause lag and offering things player feedback suggests but in a KISS way.

    I'd argue that's it's not Skyrim like. It's just a more open system keeping the base and logic that I think we all enjoy.

    Right?
    Edited by NewBlacksmurf on June 2, 2017 5:25PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Huyen
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    @NewBlacksmurf : what the OP is pointing out is in fact the system we know from the previous TES games, with a few minor tweaks here and there. The basic reason that an MMORPG like ESO has a leveling-system, is because all the new content being added. People want to have some feeling of progress through gaining experience and gaining levels to get stronger. To implement a system like Skyrim into ESO isnt doable. I would mess up everything, not to mention the decline in player-base. And this stuff has mentioned at least a dozen times before in several forum-topics since the Beta.
    Huyen Shadowpaw, dedicated nightblade tank - PS4 (Retired)
    Huyen Swiftpaw, nightblade dps - PC EU (Retired)
    Huyen Lightpaw, templar healer - PC EU (Retired)
    Huyen Swiftpaw, necromancer dps - PC EU (Retired)
    Huyen Swiftpaw, dragonknight (no defined role yet)

    "Failure is only the opportunity to begin again. Only this time, more wisely" - Uncle Iroh
  • Peekachu99
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    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.


    @Peekachu99

    Feasible....

    Was it feasible to make everything One Tamriel?
    Um, bringing the CP rank of outdated content (DSA, for example) was indeed necessary and feasible.
    Was it feasible to change VR to CP?
    Yes, and it's just a remapping of horizontal progression, rather than VR ranks or an entirely new system (game) as you've proposed.
    Was it feasible to remove entire parts of the CP tree?
    Part of development is getting rid of things that aren't working/ up to par. It's called pruning, and every online game does it. You can't not do this kind of system maintenance or you end up with a million broken, useless features (insert ZoS joke here, I suppose)
    Was it feasible to remove the sub?
    Was it feasible to not allow Chapters count under eso Plus or crowns?
    Was it feasible to sale homes for $25-$99 each?
    Was it feasible to add a class you said you wouldn't add early on and didn't add later as it would disrupt progression?

    All that is just ranting and has nothing to do with game design.

    I'd argue that as another commented....the hole dug is extremely deep. May as well cause it's only getting deeper on their current path

    As usual you're conflating a bunch of issues that shouldn't be combined. Payment models and game design, for one. While one certainly influences the other, you're trying to addresss game design in this post then adding a bunch of irate nonsense into your argument, which only muddies whatever case you're trying to make.

    But anway, as we both know, you'll think what you want and continue to post wordy replies and retorts to everyone who doesn't share your world view. So have fun with that.
  • NewBlacksmurf
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    Huyen wrote: »
    @NewBlacksmurf : what the OP is pointing out is in fact the system we know from the previous TES games, with a few minor tweaks here and there. The basic reason that an MMORPG like ESO has a leveling-system, is because all the new content being added. People want to have some feeling of progress through gaining experience and gaining levels to get stronger. To implement a system like Skyrim into ESO isnt doable. I would mess up everything, not to mention the decline in player-base. And this stuff has mentioned at least a dozen times before in several forum-topics since the Beta.

    @Huyen

    I disagree, it's the ESO system the base system today. Stats haven't mattered since overcharge was removed and so that leaves skill points and classes. Well now they added a new class and drastically changed Templars and DKs so it's now to a point where classes are becoming less significant.

    The same goes for facials.

    What I'm suggesting is to align what's meaningful and enjoyed in a simplistic manner to eliminate the overwhelming server calculation strain.

    The edit added an open class skill option

    TES isn't anything like this if we are using Morrowind, Oblivion or Skyrim. I'm taking the lore from TES and removing the non-lore of the classes in ESO. See the classes are the initial developers design of a new DAoC MMo prior to them gaining the rights to use TES name. That brought about the requirement of lore, however the base class set up remained non TES-like and even continues with the Warden.

    In Matt F DAoC, they had
    -Warden
    -Theurgist
    -Sorc
    -Cleric
    -Paladin
    -Armsmen
    -Minstrel
    -Scout
    -etc

    It was the theme and supposed lore of King Arthur.
    So here he brings about a new game after Mythic and EA thing happened.

    Odd...same exact idea using another companies lore......SMH

    Anyways I disagree that's it's making the ESO game an TES replica. I did intend on the risk and reward with choice coming about. The class part is another persons suggestion on page 1. I'm open to it so I edited my OP but I say I'm open to none or all of that specific part in my comment to them.
    Edited by NewBlacksmurf on June 2, 2017 5:55PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • NewBlacksmurf
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    @Huyen

    Separate thought on progressions if classes stay

    In many MMORPG games, you don't just get spells and abilities. It comes with doing this or that and going back to the class trainer and embarking upon a quest to unlock more.

    I think that's missing

    What's exists is more of a TES just run around and never be involved with someone in the game (NPC) but get new skills out of pooof no where.

    My perspective at least
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Huyen
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    @NewBlacksmurf : If you want more choices along the way I can only agree.

    But changing the way classes behave isnt really an option. You need a basis to start the game with. And every class so far is capable of using any weapon, and any armor-type. Without classes balancing will become even worse in the end, as there is no baseline to have a nill-pointer.

    And most of all lets not forget that is really hard to come up with something new when everything has been done before.

    Regarding the lore: they explained it a lot of times on the forums why its different then usual.
    Huyen Shadowpaw, dedicated nightblade tank - PS4 (Retired)
    Huyen Swiftpaw, nightblade dps - PC EU (Retired)
    Huyen Lightpaw, templar healer - PC EU (Retired)
    Huyen Swiftpaw, necromancer dps - PC EU (Retired)
    Huyen Swiftpaw, dragonknight (no defined role yet)

    "Failure is only the opportunity to begin again. Only this time, more wisely" - Uncle Iroh
  • NewBlacksmurf
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    Huyen wrote: »
    @NewBlacksmurf : If you want more choices along the way I can only agree.

    But changing the way classes behave isnt really an option. You need a basis to start the game with. And every class so far is capable of using any weapon, and any armor-type. Without classes balancing will become even worse in the end, as there is no baseline to have a nill-pointer.

    And most of all lets not forget that is really hard to come up with something new when everything has been done before.

    Regarding the lore: they explained it a lot of times on the forums why its different then usual.

    @Huyen
    I agree that you need a basis to start the game with. I'm not trying to solve for that, just wanted to add in a suggestion that wasn't my original post into my OP.

    I disagree that without classes balancing becomes even worse because in the design, no class is limited to any role or weapon and armor setup.

    Coming up with something new....I believe that part has already been established.
    As I recall upon initially playing from scratch, from the jail, you use to choose a weapon and that's where I believe the "starting something new exists and works".

    I can foresee the "class" or "skills" being involved as such. But at the character creation screen....no. Perhaps between the first choice and levels 5-10, yes. That's if we are going to keep it locked down.

    But then would you align all those class skills or maybe one skill line of the three and this is where you could build in more freedom with a risk and reward. Definitely needs a reset option but just me thinking .....again...the class this isn't my idea
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Vizier
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    Lot's of LOL here. Get rid of Levels? WUT?
  • Uriel_Nocturne
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    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.
    There won't ever be any type of "balance" under the current system with all of the restrictions provided for by "Classes", and having the Skill Lines divided up among that very same Class structure. This division, by its very nature, creates far too many variables for there to ever be "balance" in ESO as everything stands right now.

    To be fair, there isn't a single MMORPG on the planet that has "true balance" among the various Classes in their individual games. There's MMO's where the Devs got close to having balance; but in every MMORPG, there's always going to be the various "Meta" or "FotM" builds. There will always be BiS gear. There will always be those 1-6 "top-tier end-game" character builds.

    But this thread is about much more than just end-game, L33t players or PvP balance.

    And to be honest; if you remove the Class restrictions, then the Devs only have to worry about balancing the individual Skill Lines so that each Skill Line is reasonably "balanced" when placed in comparison to the others.

    In this way, with my suggestion of having "Open Skill Lines for all Characters, Craft your own Class as you see fit"; we wouldn't have to worry about "DK's are supposed to be Tanks", or "Templars are supposed to be Healers", or "Sorcs are supposed to be DPS".

    You would still have the combat roles that are nigh-uniform among most every MMORPG in existence (Tank, Healer, DPS, Support, etc.), but you'd have the freedom of choice from all of the available Skill Trees in order to craft just the right character for the desired role that you want to fill.

    Hybrid characters? Easily and much more viable under my suggestion than with the current 5-Class set-up, where (just by the very core design of the "Classes") certain Classes are all-but forced into cookie-cutter Roles, and to try to force a Class outside of those design elements is to severely limit the effectiveness of that character.

    What I've suggested opens up the entirety of ESO to be a very social, but also very personal way to build a character, in order to get the exact ESO/MMORPG experience that one might be looking for. And the current "Class" restrictions prevent not only the Player from getting the most potential out of the game, but also prevents ESO from fully realizing it's own potential.

    Now, if your comment stems from a PvP "balance" concern; then you need to know that it isn't the Skill Lines that are causing the balance issues in PvP. Not at all.

    It's having the very restrictions of having "Character Classes" at all, plus the ability to bring in your own Crafted/Looted PvE equipment into PvP that are causing the balance issues.

    FPS games have very well balanced PvP, and with only a very small margin of variation, because of uniform equipment and zero character development. Those few FPS's that do have minimal "Character Building" tools (i.e. Destiny, Call of Duty, Overwatch, etc.); those games are still infinitely easier to balance due to the severe limitations on character diversity, equipment diversity, and almost non-existent character skill sets.

    But this is an MMORPG; and as long as ZOS keeps the restrictions of "Class" on the characters in this game, and allows characters to bring their own PvE equipment into Cyrodiil/Battlegrounds, there will NEVER be any type of even close balance in the PvP side of the game.

    But my suggestion of opening all of the available Skill Lines to Players, and letting them allot Skill Points into any Skill Line as that Player sees fit (thus allowing you to create your own "Class" and craft just the very Hero that you want), will only make "balancing" in this game easier on ZOS.

    No, I completely disagree with you.

    My suggestion would not only open up the full potential of ESO; but would also satisfy the desires of the SP-Elder Scrolls fan, while fulfilling the desires of a good many MMORPG Veterans and new Players, who want to create their own Hero to their own exacting specifications, without being uncomfortably shoe-horned into a specific "Class Role" like the current system forces on Players.

    Take a minute and actually think about the possibilities that would open up in this game under my suggestion, and you'll realize how badly the current "Classes" restrict and hamstring this game.


    twitch.tv/vampire_nox
    PAWS (Positively Against Wrip-off Stuff) - Say no to Crown Crates!


  • NewBlacksmurf
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    @Uriel_Nocturne

    These balance comments.....
    rt-wakeuppeopie-balance-is-key-to-everything-%E2%9D%A4-this-15028839.png

    What they are really mentioning is this false concept that things are suppose to be fair for everyone regardless of choice....like some magic way to remove choice and consequence

    4039279.jpg


    I do believe many gamers are adverse to choice and it's result being unfavorable but that's what makes games worth playing long term

    I'm playing a space game now....it's a MMO...and it's not balanced cause one guy who may choose this or that comes up against another who isn't even set to fight or defend or run

    Still you die and get charged to die A LOT

    pg_insurance.jpg


    See I think PvP should have death consequence and choice.
    Edited by NewBlacksmurf on June 2, 2017 6:47PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Uriel_Nocturne
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    I agree.

    As long as there is some form of Player Choice and Free Will in building a character, there won't ever be "balance".

    It's like Gamers have lost the ability to actually build a Character. But they expect any/every character build to be equally good at all roles, regardless of the Skills chosen and/or equipment worn.

    There's no MMORPG that has ever existed (or will ever exist) that allows all character builds to be equally effective in all possible Roles/situations. You can build a DPS that can act as a part-time Healer/Tank/Support role. OR you can build a Tank that can part-time Heal/Support/DPS. You can even build a pure Hybrid character that is partially good at 2-3 different Roles, but will never be as good as a "Pure" build for a specific Role. But listening/reading the "we n33d BALUNSS NAU!!!" posts, that's exactly what they expect when they cry out for "balance": to be equally good at any/all Roles at any/all times and situations.

    That simply doesn't exist, but if you read the comments from people who want perfect balance, that's exactly what they expect.

    The sheer thought of what they want is ludicrous.

    twitch.tv/vampire_nox
    PAWS (Positively Against Wrip-off Stuff) - Say no to Crown Crates!


  • Morimizo
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    +1, @NewBlacksmurf ,

    I would definitely prefer our skills to level, and be the primary source of new level raises, rather than just some time-invested counter of progress with hundredth of a percent increases to often unrelated attributes.

    The fact that the more a skill is successfully used is not exclusively the way to improve it, but instead rises in potency if you also open treasure chests and use other skills, and then only for a little while before quickly capping, well, it's a disappointing method.
  • Bobby_V_Rockit
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    ... nah
  • aaisoaho
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    Nah, I do not think this idea is good. First of all, leveling system tingles our lizardly brains to think that we are progressing in the game - same as armor getting flashier as we level up. Levels and experience is a clear and simple way of showing we are doing something right and progressing.

    In your system, we would be leveling trough loot and things we find in the world right? That doesn't work, because you'd be tieing it to RNG (loot) and it'd be confusing for players because they do not see their full potential because they do not know what skills are out there.

    Think about a new player who knows nothing about the game - you should show him what's the goal and what to do (without saying it, so player would think that he found it out by himself without holding hands). In your system the new player could play for couple of hours without sense of progression -> he would be thinking he's going nowhere -> he'd be confused. And how could you teach the new player this skill progression system without telling it directly to the player?
    Edited by aaisoaho on June 3, 2017 7:45AM
  • Bobby_V_Rockit
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    ... nah
  • Iccotak
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    I think the real issue is that many of the magic system we have here are not the standard magics of Elder Scrolls.

    Illusion
    Alteration
    Destruction
    Necromancy
    Restoration

    These are kind of divided among the classes and the staves.

    Point being the magic system just doesn't quite feel like Elder Scrolls.

    Never liked the fire chain ability, looked out of place. But it's a fantasy game so...
  • Franieck
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    I really hope they don't do this. Leave CP as it is
  • NewBlacksmurf
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    Franieck wrote: »
    I really hope they don't do this. Leave CP as it is

    Is that due to loosing an account progress and it being character specific.

    If so, I understand, I just don't have an idea that keeps that but makes sense to me. I like the account progression but it shouldn't be a level in this way.


    I've even thought about gear and weapons keeping the progression regardless of character and that makes sense.....building onto that what are your thoughts as a way to keep account progression IF changes like this were ever to happen?
    @Franieck

    *edit. That makes everything BoE
    Edited by NewBlacksmurf on June 3, 2017 12:07PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Franieck
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    Maybe I was too simplistic in my answer. The main reason I like CP points its because you can keep track of your progress and your level. I love to see my character slowly leveling up and reaching higher numbers. I'd be fine if CP passives were changed and or skills removed. Not having a track on my level tough or having a "level cap" would suck out a great portion of the joy of progression to me. One thing that makes me really like ESO is the fact that due to the CP system we don't have a level cap
    Edited by Franieck on June 3, 2017 12:24PM
  • NewBlacksmurf
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    Franieck wrote: »
    Maybe I was too simplistic in my answer. The main reason I like CP points its because you can keep track of your progress and your level. I love to see my character slowly leveling up and reaching higher numbers. I'd be fine if CP passives were changed and or skills removed. Not having a track on my level tough or having a "level cap" would suck out a great portion of the joy of progression to me. One thing that makes me really like ESO is the fact that due to the CP system we don't have a level cap

    @Franieck
    So it wouldn't keep a progression feel if your gear was progressing by level instead of a character where gear is interchangeable between anyone on your account?
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • F7sus4
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    Vizier wrote: »
    Lot's of LOL here. Get rid of Levels? WUT?
    Some people genuinely believe that it would make sense. :)

    I can't imagine thing making my game experience (even more) boring than instantly hoping onto max level with newly created character. :|

    The whole idea is just painfully stupid narrow-minded. <3
  • Galwylin
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    I have to echo what some have said above, the game is just too far down this current path. Also factor in the unwillingness to tackle difficult problems from the devs dooms this from the start.

    I also agree completely that balance is going to be impossible because things simply aren't. Take bow for instance. That allows you to kill from a distance. That gets labeled as unfair by both PvPer and design because you're not at the same risk as someone who is swinging a short sword. Yet any and everyone can take the skill but they balance toward no one taking it so it becomes a DoT here. That's basically what we all do with bows now. We just add DoTs with them because on their own they are near useless. Really, just take any skill you had in Skyrim and apply it. I'm using it since it was probably the simplest of the TES games. Magic could be truly deadly but again, not everyone takes it (but its open to all) and so its treated the same as a weapon (powerful still).

    Players will have an general idea of what is good to take and what is bad. And to not punish them for those choices, that means all skills will need to be pretty close to the same with just a cosmetic look and feel. Alchemy for instance. Would that be included or will some skills have different categories? Now we're starting to divide them based on something beside skill. So you skills in which you create something will be different that skills in what you can wear. And since we know bows will never be allowed to be the "cheating" skill, then we will divide some more.

    My point is, there's simply no way to bring the complete freedom of choice that having any skill to anyone will bring because eventually players will rebel against it. And design will be crazy because they will have to take into account those that take the best things available against those that take the worse. And there will be skills that are the worse and you wonder why they exist. Because they will always be those that at some point one day, they will find a way to make them worthwhile just like all those junk skills we already have today. One day maybe they won't be junk.

    Any way, it is interesting to think of a MMO where we all build our characters based on our own desires of what we should be and now what someone else wants us to be. But players will gravitate towards only those things that allow them to "win" and design will create content toward them. That will leave a large number that see it unfair that choice can be punished. I don't even see how they can raise the level cap. And if Morrowind generated some rage, there's no way a drastic change like this won't. I'm not even sure how I'd feel. One of my characters already has gotten punished simply for using what skills he has. Players see everything they can't do as unfair even if its open to everyone (and some just do it better which is where the real anger lays).
  • Franieck
    Franieck
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    Franieck wrote: »
    Maybe I was too simplistic in my answer. The main reason I like CP points its because you can keep track of your progress and your level. I love to see my character slowly leveling up and reaching higher numbers. I'd be fine if CP passives were changed and or skills removed. Not having a track on my level tough or having a "level cap" would suck out a great portion of the joy of progression to me. One thing that makes me really like ESO is the fact that due to the CP system we don't have a level cap

    @Franieck
    So it wouldn't keep a progression feel if your gear was progressing by level instead of a character where gear is interchangeable between anyone on your account?

    yes, because the gear is just something my character uses. I like to feel like my character has progressed, not his gear. Besides, if I want to change the looks of my character I would have to change gears, would I then lose my "progress"? only if we had a transmog system i can see this turning somewhat "OKish", and even then I bet ZOS would want to charge us for transmog stones/consumables or whatever. I wouldn't want to see this implemented this way.... On the other hand, if all the stats came from gear level progression but we could keep our CPS (kinda having two progression systems), I would welcome the idea.
  • Triumviri
    Triumviri
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    Yea they won't open up the skill lines for all classes. All that would do is make the one super template and that's it all other skills deemed useless would never see the light of day.

    The classes are not a bad idea its just when you have pvp some skills become op while others are selective or ignored. They should just make overland as hard as it use to be be right after beta when if you pulled 3 mobs you worked hard to even live.
  • nhisso
    nhisso
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    If zeni opens up classes so you can make your own, theyd have to get rid of all the worthless skills they have and put new advantages on skills so people use them. Otherwise, everyone will use the best damage nullifier, heal and damagers with an occasional fun skill like teleport strike in the mix. I dont see zeni doing the right thing and implementing this. We cant even get transmog lol.
  • O_LYKOS
    O_LYKOS
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    Throw in a massive change like this and expect it to work and be a stable game? no thanks.

    Too much change. They barely cope as it is. imo there is nothing wrong with the way levelling works currently.
    PC NA - GreggsSausageRoll
  • NewBlacksmurf
    NewBlacksmurf
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    Triumviri wrote: »
    Yea they won't open up the skill lines for all classes. All that would do is make the one super template and that's it all other skills deemed useless would never see the light of day.

    The classes are not a bad idea its just when you have pvp some skills become op while others are selective or ignored. They should just make overland as hard as it use to be be right after beta when if you pulled 3 mobs you worked hard to even live.

    This would cause a change. I liked it a bit before this change during beta when it was even harder but it wasn't too hard it just required that you actually pay attention to what NPCs were doing like players do on boss fights.

    Non boss NPCs hurt like noses and that was good
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
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