Aedan wrote:Early on, I saw the roadmap ahead. A newly established adventurer, I yearned to be counted among the strongest of champions, like that of King Emeric and his royal guard. After defeating countless foes, I became one of the strongest fighters in all the realm. Yet as I roamed the wilds, my comrades did not fear me - for I appeared just as those who were untested in the trials of Tamriel. I am unable to identify the strength of my foes until the first blow. Name alone sets me apart from my rivals.

I am much more interested in making my characters look exactly the way I want them to than I am in satisfying any of your above desires to identify other players in various specific ways.
I am much more interested in making my characters look exactly the way I want them to than I am in satisfying any of your above desires to identify other players in various specific ways.
Nowhere did I say costumes are bad. I am only hoping to educate everyone of the negative side effects.
rhapsodious wrote: »If I have a zerg of 20 people coming at me, I'm looking for weapon and ability effects more than what they're wearing.
Remember when every DPS and their brother was running Grothdarr and Burning Spellweave in Homestead and looked like this?
I remember.
And the mounts/costumes in the crown store doesn't already cause this?
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Aedan wrote:Early on, I saw the roadmap ahead. A newly established adventurer, I yearned to be counted among the strongest of champions, like that of King Emeric and his royal guard. After defeating countless foes, I became one of the strongest fighters in all the realm. Yet as I roamed the wilds, my comrades did not fear me - for I appeared just as those who were untested in the trials of Tamriel. I am unable to identify the strength of my foes until the first blow. Name alone sets me apart from my rivals.
These are the consequences of a costume system that does not reflect player progress and class.
Positive Identification
Costumes are great, until everyone is wearing the same costume as you. And for what reason? Clothes in modern times are a form of self expression, but in a game inspired by medieval customs, they serve to identify rank, nobility, or wealth. A level 1 character should not look like King Emeric, and vice versa.
Indistinguishable player classes.
In player versus player (PvP) battles, understanding your foe puts you a step ahead. Consider these steps: Evaluate. Prepare. Engage. Players need a system to calculate opponents' strengths and weaknesses and then prepare for engagement. Imagery in the form of gear styles and sets is the foremost visual aid, for it is actually easier to batch process mentally than listed class icons and levels. When is the last time you were able to quickly identify the composition of a large (20+) group in Cyrodil?
But this model is not viable in a MMODegradation of Player Progress
A max level champion is desired for their passive stat bonuses and powers. This is reflected via a flat champion level in Elder Scrolls Online, rather than the nonlinear progression of novice to advanced gear sets. This is one of the main reasons for intensified calls for the rebirth of Vanilla (Classic) World of Warcraft. Player progress was cleverly defined by unique gear sets at max level, but not so clearly defined as to systematically rank and exclude players based on a champion number.
Nothing Worthwhile is Ever Easy
The mightiest sorcerer in the realm should look the part. Players desire measured progress, with more intricate systems than flat numbers. Purchasing an outfit is neither hard nor fun. A player should be able to look back and say look how far I have come and broadcast that to their fellow players. Developers know this, which is why consistently MMORPGs (Massively Multiplayer Online Role-Playing Games) release without a costume system, until the developers unintentionally destroy it, hungry for cosmetic revenue and catering to the wishes of the freshman class’ call for a costume simulator.
But this model is not viable in a MMODegradation of Player Progress
A max level champion is desired for their passive stat bonuses and powers. This is reflected via a flat champion level in Elder Scrolls Online, rather than the nonlinear progression of novice to advanced gear sets. This is one of the main reasons for intensified calls for the rebirth of Vanilla (Classic) World of Warcraft. Player progress was cleverly defined by unique gear sets at max level, but not so clearly defined as to systematically rank and exclude players based on a champion number.
As the novice players would need to spend years of playtime in order to catch up the veterans.
You would have an MMO with just 10 players in it with such model - all veterans
Aedan wrote:Early on, I saw the roadmap ahead. A newly established adventurer, I yearned to be counted among the strongest of champions, like that of King Emeric and his royal guard. After defeating countless foes, I became one of the strongest fighters in all the realm. Yet as I roamed the wilds, my comrades did not fear me - for I appeared just as those who were untested in the trials of Tamriel. I am unable to identify the strength of my foes until the first blow. Name alone sets me apart from my rivals.
These are the consequences of a costume system that does not reflect player progress and class.
Positive Identification
Costumes are great, until everyone is wearing the same costume as you. And for what reason? Clothes in modern times are a form of self expression, but in a game inspired by medieval customs, they serve to identify rank, nobility, or wealth. A level 1 character should not look like King Emeric, and vice versa.
...
...
Indistinguishable player classes.
In player versus player (PvP) battles, understanding your foe puts you a step ahead. Consider these steps: Evaluate. Prepare. Engage. Players need a system to calculate opponents' strengths and weaknesses and then prepare for engagement. Imagery in the form of gear styles and sets is the foremost visual aid, for it is actually easier to batch process mentally than listed class icons and levels. When is the last time you were able to quickly identify the composition of a large (20+) group in Cyrodil?
...
...
Degradation of Player Progress
A max level champion is desired for their passive stat bonuses and powers. This is reflected via a flat champion level in Elder Scrolls Online, rather than the nonlinear progression of novice to advanced gear sets. This is one of the main reasons for intensified calls for the rebirth of Vanilla (Classic) World of Warcraft. Player progress was cleverly defined by unique gear sets at max level, but not so clearly defined as to systematically rank and exclude players based on a champion number.
Nothing Worthwhile is Ever Easy
The mightiest sorcerer in the realm should look the part. Players desire measured progress, with more intricate systems than flat numbers. Purchasing an outfit is neither hard nor fun. A player should be able to look back and say look how far I have come and broadcast that to their fellow players. Developers know this, which is why consistently MMORPGs (Massively Multiplayer Online Role-Playing Games) release without a costume system, until the developers unintentionally destroy it, hungry for cosmetic revenue and catering to the wishes of the freshman class’ call for a costume simulator.
Aedan wrote:Early on, I saw the roadmap ahead. A newly established adventurer, I yearned to be counted among the strongest of champions, like that of King Emeric and his royal guard. After defeating countless foes, I became one of the strongest fighters in all the realm. Yet as I roamed the wilds, my comrades did not fear me - for I appeared just as those who were untested in the trials of Tamriel. I am unable to identify the strength of my foes until the first blow. Name alone sets me apart from my rivals.
These are the consequences of a costume system that does not reflect player progress and class.
Positive Identification
Costumes are great, until everyone is wearing the same costume as you. And for what reason? Clothes in modern times are a form of self expression, but in a game inspired by medieval customs, they serve to identify rank, nobility, or wealth. A level 1 character should not look like King Emeric, and vice versa.
Indistinguishable player classes.
In player versus player (PvP) battles, understanding your foe puts you a step ahead. Consider these steps: Evaluate. Prepare. Engage. Players need a system to calculate opponents' strengths and weaknesses and then prepare for engagement. Imagery in the form of gear styles and sets is the foremost visual aid, for it is actually easier to batch process mentally than listed class icons and levels. When is the last time you were able to quickly identify the composition of a large (20+) group in Cyrodil?
Degradation of Player Progress
A max level champion is desired for their passive stat bonuses and powers. This is reflected via a flat champion level in Elder Scrolls Online, rather than the nonlinear progression of novice to advanced gear sets. This is one of the main reasons for intensified calls for the rebirth of Vanilla (Classic) World of Warcraft. Player progress was cleverly defined by unique gear sets at max level, but not so clearly defined as to systematically rank and exclude players based on a champion number.
Nothing Worthwhile is Ever Easy
The mightiest sorcerer in the realm should look the part. Players desire measured progress, with more intricate systems than flat numbers. Purchasing an outfit is neither hard nor fun. A player should be able to look back and say look how far I have come and broadcast that to their fellow players. Developers know this, which is why consistently MMORPGs (Massively Multiplayer Online Role-Playing Games) release without a costume system, until the developers unintentionally destroy it, hungry for cosmetic revenue and catering to the wishes of the freshman class’ call for a costume simulator.
This is made irrelevant from launch with disguises, remember groups using it as uniform in pvp from months after launch.
Double invalid because of costumes, bath towel have been bis for tanks in years now.
tripple invalide because of crafted sets who can have any style and tend to take 4 slots+ weapon.
But this model is not viable in a MMODegradation of Player Progress
A max level champion is desired for their passive stat bonuses and powers. This is reflected via a flat champion level in Elder Scrolls Online, rather than the nonlinear progression of novice to advanced gear sets. This is one of the main reasons for intensified calls for the rebirth of Vanilla (Classic) World of Warcraft. Player progress was cleverly defined by unique gear sets at max level, but not so clearly defined as to systematically rank and exclude players based on a champion number.
As the novice players would need to spend years of playtime in order to catch up the veterans.
You would have an MMO with just 10 players in it with such model - all veterans
Actually currently players have to spend year(s) reaching champion 690 which was my point. Jumping in after the fact and attaining a good gear set is always faster than grinding arbitrary numbers.
But this model is not viable in a MMODegradation of Player Progress
A max level champion is desired for their passive stat bonuses and powers. This is reflected via a flat champion level in Elder Scrolls Online, rather than the nonlinear progression of novice to advanced gear sets. This is one of the main reasons for intensified calls for the rebirth of Vanilla (Classic) World of Warcraft. Player progress was cleverly defined by unique gear sets at max level, but not so clearly defined as to systematically rank and exclude players based on a champion number.
As the novice players would need to spend years of playtime in order to catch up the veterans.
You would have an MMO with just 10 players in it with such model - all veterans
Actually currently players have to spend year(s) reaching champion 690 which was my point. Jumping in after the fact and attaining a good gear set is always faster than grinding arbitrary numbers.
You really need only CP160 to equip the most OP gear in the game.
But don't rush it - with the enlightened system out there you will be CP690 in no time.
Also in becoming powerful gear comes first then CPs - players are pulling out insane burst and sustain in no CP campaigns - really 690 CPs won't make you much more stronger than 360 CPs for example (120 in each tree color).
Aedan wrote:Early on, I saw the roadmap ahead. A newly established adventurer, I yearned to be counted among the strongest of champions, like that of King Emeric and his royal guard. After defeating countless foes, I became one of the strongest fighters in all the realm. Yet as I roamed the wilds, my comrades did not fear me - for I appeared just as those who were untested in the trials of Tamriel. I am unable to identify the strength of my foes until the first blow. Name alone sets me apart from my rivals.
These are the consequences of a costume system that does not reflect player progress and class.
Positive Identification
Costumes are great, until everyone is wearing the same costume as you. And for what reason? Clothes in modern times are a form of self expression, but in a game inspired by medieval customs, they serve to identify rank, nobility, or wealth. A level 1 character should not look like King Emeric, and vice versa.
Indistinguishable player classes.
In player versus player (PvP) battles, understanding your foe puts you a step ahead. Consider these steps: Evaluate. Prepare. Engage. Players need a system to calculate opponents' strengths and weaknesses and then prepare for engagement. Imagery in the form of gear styles and sets is the foremost visual aid, for it is actually easier to batch process mentally than listed class icons and levels. When is the last time you were able to quickly identify the composition of a large (20+) group in Cyrodil?
Degradation of Player Progress
A max level champion is desired for their passive stat bonuses and powers. This is reflected via a flat champion level in Elder Scrolls Online, rather than the nonlinear progression of novice to advanced gear sets. This is one of the main reasons for intensified calls for the rebirth of Vanilla (Classic) World of Warcraft. Player progress was cleverly defined by unique gear sets at max level, but not so clearly defined as to systematically rank and exclude players based on a champion number.
Nothing Worthwhile is Ever Easy
The mightiest sorcerer in the realm should look the part. Players desire measured progress, with more intricate systems than flat numbers. Purchasing an outfit is neither hard nor fun. A player should be able to look back and say look how far I have come and broadcast that to their fellow players. Developers know this, which is why consistently MMORPGs (Massively Multiplayer Online Role-Playing Games) release without a costume system, until the developers unintentionally destroy it, hungry for cosmetic revenue and catering to the wishes of the freshman class’ call for a costume simulator.
Degradation of Player Progress
A max level champion is desired for their passive stat bonuses and powers. This is reflected via a flat champion level in Elder Scrolls Online, rather than the nonlinear progression of novice to advanced gear sets. This is one of the main reasons for intensified calls for the rebirth of Vanilla (Classic) World of Warcraft. Player progress was cleverly defined by unique gear sets at max level, but not so clearly defined as to systematically rank and exclude players based on a champion number.
DeadlyRecluse wrote: »Degradation of Player Progress
A max level champion is desired for their passive stat bonuses and powers. This is reflected via a flat champion level in Elder Scrolls Online, rather than the nonlinear progression of novice to advanced gear sets. This is one of the main reasons for intensified calls for the rebirth of Vanilla (Classic) World of Warcraft. Player progress was cleverly defined by unique gear sets at max level, but not so clearly defined as to systematically rank and exclude players based on a champion number.
Oooooh you want a gear grind. No thanks.