So... it would be a question of server more than code/engine? I mean how comes smaller budget games like Life is Feudal seem to handle it?
I wonder if the future of open-world PvP isn't in such players-shaped maps, seeing how Fortnite has hit PUBG hard... Those are Battle Royale of course but gameplay possibilities it opens for an MMO are endless.
So... it would be a question of server more than code/engine? I mean how comes smaller budget games like Life is Feudal seem to handle it?
I wonder if the future of open-world PvP isn't in such players-shaped maps, seeing how Fortnite has hit PUBG hard... Those are Battle Royale of course but gameplay possibilities it opens for an MMO are endless.
IZZEFlameLash wrote: »This game isn't Life is Feudal. The engines are optimized differently for different purposes.
IZZEFlameLash wrote: »This game also isn't Battle Royale: The Elder Scrolls
IZZEFlameLash wrote: »Also, not every other game's successful element will be great for another game.
LiF's performance is terrible. Large battles are instanced and don't include player structures.
If you want to pvp and defend your own stuff, any of the pvp survival games (Ark, etc) or soon Camelot Unchained, are built specifically for this.
Thunderknuckles wrote: »Yeah, Alagras, unfortunately the engine can barely handle large scale battles as it is. Adding a feature like that might cause it to totally spark up and burn flat out into a smoking heap.
Some of us were begging the Devs to go in that direction from the start (...)
Hopefully one day someone will make a proper Elder Scrolls sandbox mmo.
Implementations like Rust or Fortnite would be impossible because the world geometry would have to be reduced to account for potential player construction, so that would be a massive undertaking.
But there's no reason the game couldn't do this to a limited degree by using the objective upgrade/destruction functions already in the game. There could be, for example, preset locations without constructed objectives that players could build up with repair kits and that could also be destroyed completely. Something like this could be used to attract players to unused portions of the map.
We are still trying to get doors fixed, never mind being able to build a conservatory on Sejanus.
the keeps in Cyrodiil could be a lot more creative.
Thank you folks for answers.Some of us were begging the Devs to go in that direction from the start (...)
But was it even feasible by then? I can think of EVE Online but it's "cheating" with hidden instances that only spatial universe allows...
I also heard about Star Wars Galaxy but idk if player structures were involved in battles.
We are still trying to get doors fixed, never mind being able to build a conservatory on Sejanus.
Right. No doors. But rez camps kind of work, that can be enough for a new gameplay.
What follows is nowhere near fleshed out, just a track:
-Middle-scale map on an island (much smaller than Cyrodil). Map is shuffled each time like in, say, Age of Empire.
-25 vs 25 vs 25 players or so. No lagg trains, we go easy on server.
-1 hour max for each "campaign".
-Each of 3 factions starts from a harbour with a base guarded by strong NPCs. Objective could be a... powahful relic of old, yes yes (to be just as unimaginative as a true tired ESO dev).
Relic can't be accessed right away, we have to farm the map first.
-We don't bother farming the map ourselves, NPC peons do. They do so in pre-made, ploppable harvesting buildings that we place just like we do rez camps, on the best ressources nodes we find (whatever they exactly are). Some defensive towers, maybe walls if possible. Ok, ok, not possible. No walls. Just towers. Ploppable, pre-made.
-The closer to your harbour you build, the more NPC guards you get to defend your stuff. But of course the best nodes are in the center, so struggle for the middle is what generates the fights. However some great nodes can be found away from middle, to reward scouting.
-What do NPCs farm for? Combat buffs maybe, but mostly to "unlock the way to the relic" wichever form it takes.
Also relic/treasure/whatever emplacement could be unknown at first, and we collect hints or map pieces to find out, try to steal or spy on the hints other factions found.
-We would spend most time scouting for best nodes, disrupting enemy farming, protecting ours. Maybe give incentive to sneak into other bases, to steal ressources or a strategic map with all buildings displayed, or info on treasure location.
-A final phase during wich we maybe digg a tunnel to the treasure, defending its entrance while the 2 other factions gang up on us. Or the thingy would have to be brought back to harbour like Cyro scrolls, and we could lose everything til the end. Or both, but a nice stressing final phase of some sort.
I think smtg along those lines could lead to fun, dynamic chaos with good middle-scale fights.
If you read that far, have my thanks, and:
-do you think the above is technically doable?
-would you like it?
-do you have ideas involving ploppable buildings that could renew ESO AvAvA gameplay?
Google Shadowbane. Almost every spot on the map was built, upgraded, sieged, defended and razed by players.
Deffo not possible in this game, but I would deffo play that.
I think a more likely scenario for ESO would be to let guilds schedule 8x8s, 12v12s etc. in a private instance, using spots on the Cyrodiil map or even PVE zones that you normally don't get to fight much in.
IcyDeadPeople wrote: »custom matches and tournaments in our homes.