Siohwenoeht wrote: »If it's changed to what you want, the people on the other side will be upset.
So, while I understand that this seems to be true, what I can't wrap my head around is why. You say that the value is subjective and clearly that must be the case (though I tend to think it's actually just pettiness), but I can't figure out what value there is at all in repeating these.Siohwenoeht wrote: »The grind is self imposed.Siohwenoeht wrote: »but my last alt to reach level 50 had 80% of the skyshards complete just by playing, not actively searching them out.
So? It sounds like it's not so much "play your way" as it is "play your way so long as it's how I want you to play" when you say things like this. So I should avoid PVP altogether so eventually I'll have encountered all of the shards and books that you have? That's pretty selfish and petty. This isn't a fun game mechanic for me at all and changing it to better suit my needs doesn't in any way take away from how you want to play. Keeping it so it meets your preference does impact how I want to play though, so no, we're not exactly being fair.
Fair would be to mark a waypoint on the map when you first pickup a skyshard, lorebook or close a rift and then add the actual item to your account-wide inventory. YOU can revisit the waypoint however many times you want, while I can just have fond memories and get on with my life when my alt hits 50.
starkerealm wrote: »starkerealm wrote: »In a lot of ways, skyshards really are one shot. Coming back later will never provoke exactly the same kind of reaction as your first trip there. (This is ignoring a few shards that are very poorly positioned.) Sometimes you have to poke around an old ruin, other times, there's a vista in front of you as you consume the shard. But, once you've seen that once, it'll be familiar the next. Encouraging players to chase the shards repeatedly does a disservice to the system. Not a huge one, but in small ways.
Should skill points be account wide? I don't think so.
Should skyshards? Maybe.
Should lorebooks? Probably not. Because that's a skill line unlock you're forcing. Though I do understand, and am sympathetic to the people who want all the guild lines to be account wide. I just don't agree with them.
I do somewhat agree with you here, @starkerealm.
Unfortunately, skillpoints are tied to skyshards, at least 143 of them. There could always be a game update to decouple skyshards from skillpoints, where shards are only an exploration achievement (akin to the Lightbringer, I like M'aiq, etc achievements) but those skillpoints would have to go somewhere and I doubt that the people that want the associated skillpoints made accountwide would prefer a different method of acquiring them.
That's the thing. Skill points as a whole? No. I think the 143 from Skyshards is a middle ground. It's enough to significantly accelerate character advancement, without completely breaking advancement.
I'm not sure if you saw the furnishing suggestion above, but that would 108 Skill Points for the base game map (I think), with a significantly higher TV/voucher costs per point after that, also requiring that you'd completed the related Skyshard hunter achievements. So, that might be a more viable option than just going, "okay, here, have it, go wild."
The furnishing option could be a possible solution. At the very least, I DO think that skyshards/lore books should appear on the map for everyone without the use of addons.
However, I think if ZoS ever came out with a skyshard catch-up type mechanic like this, it would likely be crown store only similar to riding lessons. Either you collect them as intended, or you pay x amount of crowns for all skyshards in a single zone for a single character. Probably wouldn't include Cyro as an option, or DLC zones (because that would probably be more coding work to run check if person owns DLC or is ESO+ and therefore should have access to those skyshards in the first place).
starkerealm wrote: »It's not enough to have CP be account wide? That was specifically designed to make the game more alt friendly as a player reward for playing the game.
It's an outlook question. What does your game value? The sanctity of the character as a role-playing tool, or the player as someone who controls their character.
This isn't a binary thing either. There were account wide unlocks before Champion Points were a thing. The first ones were a little harder to see. Like the Palomino and Imperial Horses, which were still sold to the player, but only cost one gold. Then the Dye System was added.
Champion points are an awkward concession. It's a bend of the idea that, as an MMO, the game needs a long form character advancement system. Many players, if they get to "the end," will get bored and wander off. Veteran Ranks were designed to alleviate that, but it was still finite. CP was an attempt to skirt around that, still providing a long term advancement ladder, but also providing concessions to the idea that grinding endlessly wouldn't be fun.
I mean, there were problems. Without a spending cap, some people rocketed away to the point that there were several players with over 1k CP before the spending caps were implemented.
Once the caps did come in, that became the new, "level cap," that a lot of people viewed as mandatory for "true endgame," even though the entire system was designed to subvert that.Skill points are specific to a character. If EVERYTHING that SOMEONE thinks is boring is made account wide, then why bother with a leveling system?
Except, that's not what we're talking about. We're talking about specific systems that are... let's say, "without repetitive entertainment value." It's not that collecting skyshards is boring, it's that once you've done it a couple times, (and I do mean collect them all), the novelty factor starts to wear out.
At least with Lorebooks, they do have multiple potential locations, so you can stumble across one in the wrong place as a nice surprise. You don't get that if you're using an addon, or looking up guide, but an attempt was made.Why bother with progression systems at all?
At that point, the important question to ask is, "which systems improve the player's experience, and which do not?"Just make a lobby based adventure game with character archetypes like Team Fortress 2.
Amusingly, DCUO has this as an optional mode. So, someone did. And... it's not that great.I wonder why they dont make a PvE version of Overwatch? Maybe because it would be boring as hell?
Blizarrd did. Apparently the dayjob element was what dragged down the experience. You were creating your own superhero, but you also were expected to do stuff as your alter ego.This is an RPG.
In 2019, that classification has become so vague as to be meaningless. Dark Souls is an RPG. Far Cry 5 has RPG-elements. Destiny is an RPG. The Division is an RPG. The XCOM reboot and XCOM 2 could be called Tactical RPGs. Everything in the Immersive Sim sub-genre is an RPG.
ESO is an RPG, but everything after having a basic progression system, is up in the air.Progression systems and character specialization are important aspects of the RPG genre.
And yet, the last two single player games from Bethesda Game Studios eschewed this entire concept, in favor of temporary focuses that could eventually be leveled past.Skill points, skyshards, lorebooks, and yes, some grinding are the ways that this game facilitates those mechanisms.
Currently. Sort of. Skyshards and Lorebooks are collectibles. There's compelling reasons for Lorebooks to be per character (again, fresh characters with Meteor would be a bad situation.)
However, the actual purpose of skyshards is to get you to explore the world. Look at the cryptic hints in the achievement. They're out there, and the team wants you to poke around looking for them. They're there to encourage you to take in the sights.
In a lot of ways, skyshards really are one shot. Coming back later will never provoke exactly the same kind of reaction as your first trip there. (This is ignoring a few shards that are very poorly positioned.) Sometimes you have to poke around an old ruin, other times, there's a vista in front of you as you consume the shard. But, once you've seen that once, it'll be familiar the next. Encouraging players to chase the shards repeatedly does a disservice to the system. Not a huge one, but in small ways.
Should skill points be account wide? I don't think so.
Should skyshards? Maybe.
Should lorebooks? Probably not. Because that's a skill line unlock you're forcing. Though I do understand, and am sympathetic to the people who want all the guild lines to be account wide. I just don't agree with them.
starkerealm wrote: »The one nitpick there is just the Cyrodiil shards, specifically the hostile Temple shards, so that was why I was suggesting the original block of... I think 324 skyshards should be a group. Specifically to avoid devaluing that element of collecting the base game shards. Though, at the same time, there is a dye and a furnishing (a replica Skyshard) associated with that achievement. Also, it occurs to me, that giving players the shard in the Wailing Prison may break things. So, yeah, not completely opposed to the idea of even further fracturing.
That said, every post launch zone, including Craglorn? Yeah. So, if you wanted the IC's you'd need to get all 13 in there first, then with that achievement, and the vouchers or TV, you could grab the map for your alts.
TV's kinda a weird currency, because there's not really much to do with it, and for it to work, people need to be willing to fight over it. I think that's why the containers have TV costs, but I could be mistaken about that thought process.
Zos should just stop being lazy and give console players a lorebook and skyshard map in the base game. But zos is out of touch with the game, community, and especially the console community.
And PC players shouldn't even comment negatively on this because they have the add ons, which make it 10000 times easier, so they could never understand. .
starkerealm wrote: »The one nitpick there is just the Cyrodiil shards, specifically the hostile Temple shards, so that was why I was suggesting the original block of... I think 324 skyshards should be a group. Specifically to avoid devaluing that element of collecting the base game shards. Though, at the same time, there is a dye and a furnishing (a replica Skyshard) associated with that achievement. Also, it occurs to me, that giving players the shard in the Wailing Prison may break things. So, yeah, not completely opposed to the idea of even further fracturing.
That said, every post launch zone, including Craglorn? Yeah. So, if you wanted the IC's you'd need to get all 13 in there first, then with that achievement, and the vouchers or TV, you could grab the map for your alts.
TV's kinda a weird currency, because there's not really much to do with it, and for it to work, people need to be willing to fight over it. I think that's why the containers have TV costs, but I could be mistaken about that thought process.
My suggestion for breaking them into zones is more to meet a larger set of play styles - a lot of people will never PVP, so locking the collectibles behind TV and making it so you have to clear Cyrodiil before you get them will just be a different way of forcing some players to play in a way that they don't want to in order to gain access - which is something this thread is basically all about undoing.
Zone clears are a good breakdown in my opinion for a couple of reasons - you already have achievements in-game for them and this would just be an additional collectible to go along with something that already exists. Also, it means that you have the ability to earn the achievement for the number of zones you're likely to want to make use of. I'm thinking of PVP players here, who are less likely to spend all of their time grinding away open-world if they don't have to. They can pick up a couple of zones (Cyrodiil being one of them) and then get back to what they really would rather be doing.
starkerealm wrote: »starkerealm wrote: »starkerealm wrote: »In a lot of ways, skyshards really are one shot. Coming back later will never provoke exactly the same kind of reaction as your first trip there. (This is ignoring a few shards that are very poorly positioned.) Sometimes you have to poke around an old ruin, other times, there's a vista in front of you as you consume the shard. But, once you've seen that once, it'll be familiar the next. Encouraging players to chase the shards repeatedly does a disservice to the system. Not a huge one, but in small ways.
Should skill points be account wide? I don't think so.
Should skyshards? Maybe.
Should lorebooks? Probably not. Because that's a skill line unlock you're forcing. Though I do understand, and am sympathetic to the people who want all the guild lines to be account wide. I just don't agree with them.
I do somewhat agree with you here, @starkerealm.
Unfortunately, skillpoints are tied to skyshards, at least 143 of them. There could always be a game update to decouple skyshards from skillpoints, where shards are only an exploration achievement (akin to the Lightbringer, I like M'aiq, etc achievements) but those skillpoints would have to go somewhere and I doubt that the people that want the associated skillpoints made accountwide would prefer a different method of acquiring them.
That's the thing. Skill points as a whole? No. I think the 143 from Skyshards is a middle ground. It's enough to significantly accelerate character advancement, without completely breaking advancement.
I'm not sure if you saw the furnishing suggestion above, but that would 108 Skill Points for the base game map (I think), with a significantly higher TV/voucher costs per point after that, also requiring that you'd completed the related Skyshard hunter achievements. So, that might be a more viable option than just going, "okay, here, have it, go wild."
The furnishing option could be a possible solution. At the very least, I DO think that skyshards/lore books should appear on the map for everyone without the use of addons.
Interesting note about Lorebooks: There's three or four locations for each. So, puting those on the map gets pretty cluttered. That said, the addon does have a feature where lorebooks (and/or skyshards) will only show up once certain prerequisites are met. Like clearing the adventurer achievement, the explorer achievement, or finishing the zone's main quest. I could see some system where lorebooks are highlighted on the map based on some prerequisite, or if they're on the compass (which is also an option in the addon.)
Here's a screenshot:
It's a little messy, and I am cheating a little bit, because I have Editic Memory turned on as well, there. Even just activating the compass markers for undiscovered books would be a huge help to the console crowd, though.However, I think if ZoS ever came out with a skyshard catch-up type mechanic like this, it would likely be crown store only similar to riding lessons. Either you collect them as intended, or you pay x amount of crowns for all skyshards in a single zone for a single character. Probably wouldn't include Cyro as an option, or DLC zones (because that would probably be more coding work to run check if person owns DLC or is ESO+ and therefore should have access to those skyshards in the first place).
If it's tied directly to the achievements, then it wouldn't really matter if either owning the DLC or having ESO+, it will indicate that at some point the player did have access to the zone. Ironically, I would be a little surprised if this made it into the crown store.
That said, and this is backend stuff I'm not really sure of. But it might be possible to have the furniture set a flag if you log in on a character with the achievement, unlocking that furnishing's ability to grant you the shards, and if that flag hadn't been set simply marking the unknown shards on the map.
starkerealm wrote: »if you had a meta-achievement one which wrapped up the base game's 20/22 zones into a single map.
Zos should just stop being lazy and give console players a lorebook and skyshard map in the base game. But zos is out of touch with the game, community, and especially the console community.
And PC players shouldn't even comment negatively on this because they have the add ons, which make it 10000 times easier, so they could never understand. .
This PC player is perfectly entitled to comment negatively on this. I have never had a single addon installed, and I never will as I have no need for them. Like console players, however, I do have access to the clues in the journal as to the locations involved so far as the skyshards are concerned, and as the clear intention of the developers is presumably that people should play the game rather than jump to the endgame (otherwise they would already have provided that option including especially for additional characters) the fact remains that players will come across the skyshards and lorebooks as they play the game - always assuming that after "X" number of characters they don't recall where they are anyway.
The game is fine. If anything, it rewards people effectively for playing the open world content and punishes people for ignoring that content for the sake of "efficiency".
starkerealm wrote: »
The game is fine. If anything, it rewards people effectively for playing the open world content and punishes people for ignoring that content for the sake of "efficiency".
1. Finding random points on a map is not "playing".
2. I still can't see an actual argument against. So, you don't see the point of making the change. That doesn't mean others don't. I don't get how this negatively impacts you in any way whatsoever. And I'm willing to bet you can't either.
This PC player is perfectly entitled to comment negatively on this. I have never had a single addon installed, and I never will as I have no need for them. Like console players, however, I do have access to the clues in the journal as to the locations involved so far as the skyshards are concerned, and as the clear intention of the developers is presumably that people should play the game rather than jump to the endgame (otherwise they would already have provided that option including especially for additional characters) the fact remains that players will come across the skyshards and lorebooks as they play the game - always assuming that after "X" number of characters they don't recall where they are anyway.
So, what is your argument against? I agree, you're entitled to an opinion and comment, but I'm not sure why you're negative on it. Yes, the devs had an original intent - that doesn't mean it was a great idea (or even particularly well executed). If this is optional, so that you can still use the clues to find overland collectibles, while those who don't want to are free to avoid that - would that be satisfactory?
A lot of people play exclusively for pvp. Are you suggesting that they should play what the devs intended, or focus on what they enjoy?
This PC player is perfectly entitled to comment negatively on this. I have never had a single addon installed, and I never will as I have no need for them. Like console players, however, I do have access to the clues in the journal as to the locations involved so far as the skyshards are concerned, and as the clear intention of the developers is presumably that people should play the game rather than jump to the endgame (otherwise they would already have provided that option including especially for additional characters) the fact remains that players will come across the skyshards and lorebooks as they play the game - always assuming that after "X" number of characters they don't recall where they are anyway.
So, what is your argument against? I agree, you're entitled to an opinion and comment, but I'm not sure why you're negative on it. Yes, the devs had an original intent - that doesn't mean it was a great idea (or even particularly well executed). If this is optional, so that you can still use the clues to find overland collectibles, while those who don't want to are free to avoid that - would that be satisfactory?
A lot of people play exclusively for pvp. Are you suggesting that they should play what the devs intended, or focus on what they enjoy?
If you want my reasons for arguing against this, just read my earlier comments on this thread and the countless others like it. Those reasons include why options don't work - if someone opts not to benefit from account-wide skill points (which is what this is about, it's only indirectly about lorebooks and skyshards) then that's just another reason to kick them from groups or deny them a level playing field in any competitive content - so it ends up not being optional at all.
This PC player is perfectly entitled to comment negatively on this. I have never had a single addon installed, and I never will as I have no need for them. Like console players, however, I do have access to the clues in the journal as to the locations involved so far as the skyshards are concerned, and as the clear intention of the developers is presumably that people should play the game rather than jump to the endgame (otherwise they would already have provided that option including especially for additional characters) the fact remains that players will come across the skyshards and lorebooks as they play the game - always assuming that after "X" number of characters they don't recall where they are anyway.
So, what is your argument against? I agree, you're entitled to an opinion and comment, but I'm not sure why you're negative on it. Yes, the devs had an original intent - that doesn't mean it was a great idea (or even particularly well executed). If this is optional, so that you can still use the clues to find overland collectibles, while those who don't want to are free to avoid that - would that be satisfactory?
A lot of people play exclusively for pvp. Are you suggesting that they should play what the devs intended, or focus on what they enjoy?
If you want my reasons for arguing against this, just read my earlier comments on this thread and the countless others like it. Those reasons include why options don't work - if someone opts not to benefit from account-wide skill points (which is what this is about, it's only indirectly about lorebooks and skyshards) then that's just another reason to kick them from groups or deny them a level playing field in any competitive content - so it ends up not being optional at all. Optional changes to the main structure of the game also means the developers having to run two different and readily interchangeable systems alongside each other - a recipe for disaster in terms of both the complexity of the coding and the effect on performance.
As for people who play exclusively for PvP, there are plenty of PvP-only titles which are often based around the instant creation of fully maxed and well-balanced characters which is what they are arguing for here in a game that isn't designed around that agenda. If they choose instead to play a PvE-centred title with optional PvP then they should accept that they can't expect to dictate the form of the PvE in the open world - just as I don't expect as a PvE player to dictate the form of the PvP in Cyrodiil or Battlegrounds, or in some other game that is centred around PvP with optional PvE.
CassandraGemini wrote: »This PC player is perfectly entitled to comment negatively on this. I have never had a single addon installed, and I never will as I have no need for them. Like console players, however, I do have access to the clues in the journal as to the locations involved so far as the skyshards are concerned, and as the clear intention of the developers is presumably that people should play the game rather than jump to the endgame (otherwise they would already have provided that option including especially for additional characters) the fact remains that players will come across the skyshards and lorebooks as they play the game - always assuming that after "X" number of characters they don't recall where they are anyway.
So, what is your argument against? I agree, you're entitled to an opinion and comment, but I'm not sure why you're negative on it. Yes, the devs had an original intent - that doesn't mean it was a great idea (or even particularly well executed). If this is optional, so that you can still use the clues to find overland collectibles, while those who don't want to are free to avoid that - would that be satisfactory?
A lot of people play exclusively for pvp. Are you suggesting that they should play what the devs intended, or focus on what they enjoy?
If you want my reasons for arguing against this, just read my earlier comments on this thread and the countless others like it. Those reasons include why options don't work - if someone opts not to benefit from account-wide skill points (which is what this is about, it's only indirectly about lorebooks and skyshards) then that's just another reason to kick them from groups or deny them a level playing field in any competitive content - so it ends up not being optional at all.
Okay, now I'm confused. Isn't that the exact argument that has been brought up to defend the counterposition that skyshards should not be account-wide? That it is entirely optional to collect them, because you really don't need them to make viable end-game builds? So now you're saying that you do need them actually? I really don't get it.
And let's be honest, people get kicked from groups anyway for completely irrational reasons that have nothing to do with those players actual performance in a lot of cases. Just because lots of people are jerks. Having more skill points or not would change nothing about that.
CassandraGemini wrote: »This PC player is perfectly entitled to comment negatively on this. I have never had a single addon installed, and I never will as I have no need for them. Like console players, however, I do have access to the clues in the journal as to the locations involved so far as the skyshards are concerned, and as the clear intention of the developers is presumably that people should play the game rather than jump to the endgame (otherwise they would already have provided that option including especially for additional characters) the fact remains that players will come across the skyshards and lorebooks as they play the game - always assuming that after "X" number of characters they don't recall where they are anyway.
So, what is your argument against? I agree, you're entitled to an opinion and comment, but I'm not sure why you're negative on it. Yes, the devs had an original intent - that doesn't mean it was a great idea (or even particularly well executed). If this is optional, so that you can still use the clues to find overland collectibles, while those who don't want to are free to avoid that - would that be satisfactory?
A lot of people play exclusively for pvp. Are you suggesting that they should play what the devs intended, or focus on what they enjoy?
If you want my reasons for arguing against this, just read my earlier comments on this thread and the countless others like it. Those reasons include why options don't work - if someone opts not to benefit from account-wide skill points (which is what this is about, it's only indirectly about lorebooks and skyshards) then that's just another reason to kick them from groups or deny them a level playing field in any competitive content - so it ends up not being optional at all.
Okay, now I'm confused. Isn't that the exact argument that has been brought up to defend the counterposition that skyshards should not be account-wide? That it is entirely optional to collect them, because you really don't need them to make viable end-game builds? So now you're saying that you do need them actually? I really don't get it.
And let's be honest, people get kicked from groups anyway for completely irrational reasons that have nothing to do with those players actual performance in a lot of cases. Just because lots of people are jerks. Having more skill points or not would change nothing about that.
I don't see where the confusion arises. I said that making the easy availability of them on an account-wide basis optional wouldn't work, and to answer your second point it would be yet another unfounded reason to kick people as well as removing the level playing field for those competitive players who opted not to use account-wide skill points they hadn't earned on that particular character. As you rightly say, elitist jerks kick players for no good reason already, this would just give them further cause in their minds to do so.
SNSquietxXSTORM wrote: »Why hasn't this been put into the game? Specially for console players that don't have mods to show them. It makes so much sense leaving you focusing on questing and leveling for the End Game. It makes you not want to create other characters. Make it simpler guys just my thoughts.
CassandraGemini wrote: »CassandraGemini wrote: »This PC player is perfectly entitled to comment negatively on this. I have never had a single addon installed, and I never will as I have no need for them. Like console players, however, I do have access to the clues in the journal as to the locations involved so far as the skyshards are concerned, and as the clear intention of the developers is presumably that people should play the game rather than jump to the endgame (otherwise they would already have provided that option including especially for additional characters) the fact remains that players will come across the skyshards and lorebooks as they play the game - always assuming that after "X" number of characters they don't recall where they are anyway.
So, what is your argument against? I agree, you're entitled to an opinion and comment, but I'm not sure why you're negative on it. Yes, the devs had an original intent - that doesn't mean it was a great idea (or even particularly well executed). If this is optional, so that you can still use the clues to find overland collectibles, while those who don't want to are free to avoid that - would that be satisfactory?
A lot of people play exclusively for pvp. Are you suggesting that they should play what the devs intended, or focus on what they enjoy?
If you want my reasons for arguing against this, just read my earlier comments on this thread and the countless others like it. Those reasons include why options don't work - if someone opts not to benefit from account-wide skill points (which is what this is about, it's only indirectly about lorebooks and skyshards) then that's just another reason to kick them from groups or deny them a level playing field in any competitive content - so it ends up not being optional at all.
Okay, now I'm confused. Isn't that the exact argument that has been brought up to defend the counterposition that skyshards should not be account-wide? That it is entirely optional to collect them, because you really don't need them to make viable end-game builds? So now you're saying that you do need them actually? I really don't get it.
And let's be honest, people get kicked from groups anyway for completely irrational reasons that have nothing to do with those players actual performance in a lot of cases. Just because lots of people are jerks. Having more skill points or not would change nothing about that.
I don't see where the confusion arises. I said that making the easy availability of them on an account-wide basis optional wouldn't work, and to answer your second point it would be yet another unfounded reason to kick people as well as removing the level playing field for those competitive players who opted not to use account-wide skill points they hadn't earned on that particular character. As you rightly say, elitist jerks kick players for no good reason already, this would just give them further cause in their minds to do so.
I was confused (or still am a little honestly, but I can't quite say if that's because we're kind of talking past each other or if I misinterpret something of what you wrote, because I'm not a native speaker) because it has been pointed out so many times in this thread by people who are against account-wide skyshards that there's no real reason to make them available for every toon since you don't even need that many skill points for viable builds. Which might be true, depending on how you play, but it is also beside the point of what we're actually talking about here. Anyway, now instead of sticking to this, that you don't really need them, which to me would consequently mean that it shouldn't matter then if someone opted not to benefit from something like this if it were to be implemented, because you could still go and get however many you feel you need normally, you said, that effectively you do need them to be competitive? Somehow this just seems like a contradiction to me.
Also, would people in dungeons (those elitist jerks you mentioned, and absolutely correctly) even be able to see whether or not someone had more or less skill points? I mean, you can't now, so why would you somehow be able to see that then? If you can still make a good build with less skill points, why would anyone even notice that you're lacking them then?
FlopsyPrince wrote: »The argument against this is: "I don't want this or see any need for it so you are not allowed to have it even if you see it as an annoying grind. You are just an idiot because you don't see it my way."
I wonder how many who oppose this do not allocate any CP for a new character since that is an unfair boost for new alts.
starkerealm wrote: »It's not enough to have CP be account wide? That was specifically designed to make the game more alt friendly as a player reward for playing the game.
It's an outlook question. What does your game value? The sanctity of the character as a role-playing tool, or the player as someone who controls their character.
This isn't a binary thing either. There were account wide unlocks before Champion Points were a thing. The first ones were a little harder to see. Like the Palomino and Imperial Horses, which were still sold to the player, but only cost one gold. Then the Dye System was added.
Champion points are an awkward concession. It's a bend of the idea that, as an MMO, the game needs a long form character advancement system. Many players, if they get to "the end," will get bored and wander off. Veteran Ranks were designed to alleviate that, but it was still finite. CP was an attempt to skirt around that, still providing a long term advancement ladder, but also providing concessions to the idea that grinding endlessly wouldn't be fun.
I mean, there were problems. Without a spending cap, some people rocketed away to the point that there were several players with over 1k CP before the spending caps were implemented.
Once the caps did come in, that became the new, "level cap," that a lot of people viewed as mandatory for "true endgame," even though the entire system was designed to subvert that.Skill points are specific to a character. If EVERYTHING that SOMEONE thinks is boring is made account wide, then why bother with a leveling system?
Except, that's not what we're talking about. We're talking about specific systems that are... let's say, "without repetitive entertainment value." It's not that collecting skyshards is boring, it's that once you've done it a couple times, (and I do mean collect them all), the novelty factor starts to wear out.
At least with Lorebooks, they do have multiple potential locations, so you can stumble across one in the wrong place as a nice surprise. You don't get that if you're using an addon, or looking up guide, but an attempt was made.Why bother with progression systems at all?
At that point, the important question to ask is, "which systems improve the player's experience, and which do not?"Just make a lobby based adventure game with character archetypes like Team Fortress 2.
Amusingly, DCUO has this as an optional mode. So, someone did. And... it's not that great.I wonder why they dont make a PvE version of Overwatch? Maybe because it would be boring as hell?
Blizarrd did. Apparently the dayjob element was what dragged down the experience. You were creating your own superhero, but you also were expected to do stuff as your alter ego.This is an RPG.
In 2019, that classification has become so vague as to be meaningless. Dark Souls is an RPG. Far Cry 5 has RPG-elements. Destiny is an RPG. The Division is an RPG. The XCOM reboot and XCOM 2 could be called Tactical RPGs. Everything in the Immersive Sim sub-genre is an RPG.
ESO is an RPG, but everything after having a basic progression system, is up in the air.Progression systems and character specialization are important aspects of the RPG genre.
And yet, the last two single player games from Bethesda Game Studios eschewed this entire concept, in favor of temporary focuses that could eventually be leveled past.Skill points, skyshards, lorebooks, and yes, some grinding are the ways that this game facilitates those mechanisms.
Currently. Sort of. Skyshards and Lorebooks are collectibles. There's compelling reasons for Lorebooks to be per character (again, fresh characters with Meteor would be a bad situation.)
However, the actual purpose of skyshards is to get you to explore the world. Look at the cryptic hints in the achievement. They're out there, and the team wants you to poke around looking for them. They're there to encourage you to take in the sights.
In a lot of ways, skyshards really are one shot. Coming back later will never provoke exactly the same kind of reaction as your first trip there. (This is ignoring a few shards that are very poorly positioned.) Sometimes you have to poke around an old ruin, other times, there's a vista in front of you as you consume the shard. But, once you've seen that once, it'll be familiar the next. Encouraging players to chase the shards repeatedly does a disservice to the system. Not a huge one, but in small ways.
Should skill points be account wide? I don't think so.
Should skyshards? Maybe.
Should lorebooks? Probably not. Because that's a skill line unlock you're forcing. Though I do understand, and am sympathetic to the people who want all the guild lines to be account wide. I just don't agree with them.
Just because you think it is boring or pointless doesn't mean that the alternative you are presenting is better. First, you're arguing for this change based of the mistaken belief that everyone needs all of them to play the game. It has been established that as long as you're not sitting in one place grinding mobs to 50, you should have enough books and skyshards at max level to be viable for end game with minimal preparation.
Second, you are focusing too intently on skyshards. I'm certain the intent was NOT for players to use a 3rd party guide to go on a personal quest to pick up all skyshards one after another. Yeah - that's going to be boring as hell just running from one skyshard to the next. You're supposed to pick them up while you're doing the quest content and zone exploration.
No. The development team does not need to bend over backwards to implement a change like this because you and some others insist on trying to play "efficiently" by powering through 50 levels as quickly as possible then opening a guide and doing nothing else other than hunting down 143 skyshards over the span of a few hours.
The game is fine. If anything, it rewards people effectively for playing the open world content and punishes people for ignoring that content for the sake of "efficiency".
CassandraGemini wrote: »CassandraGemini wrote: »This PC player is perfectly entitled to comment negatively on this. I have never had a single addon installed, and I never will as I have no need for them. Like console players, however, I do have access to the clues in the journal as to the locations involved so far as the skyshards are concerned, and as the clear intention of the developers is presumably that people should play the game rather than jump to the endgame (otherwise they would already have provided that option including especially for additional characters) the fact remains that players will come across the skyshards and lorebooks as they play the game - always assuming that after "X" number of characters they don't recall where they are anyway.
So, what is your argument against? I agree, you're entitled to an opinion and comment, but I'm not sure why you're negative on it. Yes, the devs had an original intent - that doesn't mean it was a great idea (or even particularly well executed). If this is optional, so that you can still use the clues to find overland collectibles, while those who don't want to are free to avoid that - would that be satisfactory?
A lot of people play exclusively for pvp. Are you suggesting that they should play what the devs intended, or focus on what they enjoy?
If you want my reasons for arguing against this, just read my earlier comments on this thread and the countless others like it. Those reasons include why options don't work - if someone opts not to benefit from account-wide skill points (which is what this is about, it's only indirectly about lorebooks and skyshards) then that's just another reason to kick them from groups or deny them a level playing field in any competitive content - so it ends up not being optional at all.
Okay, now I'm confused. Isn't that the exact argument that has been brought up to defend the counterposition that skyshards should not be account-wide? That it is entirely optional to collect them, because you really don't need them to make viable end-game builds? So now you're saying that you do need them actually? I really don't get it.
And let's be honest, people get kicked from groups anyway for completely irrational reasons that have nothing to do with those players actual performance in a lot of cases. Just because lots of people are jerks. Having more skill points or not would change nothing about that.
I don't see where the confusion arises. I said that making the easy availability of them on an account-wide basis optional wouldn't work, and to answer your second point it would be yet another unfounded reason to kick people as well as removing the level playing field for those competitive players who opted not to use account-wide skill points they hadn't earned on that particular character. As you rightly say, elitist jerks kick players for no good reason already, this would just give them further cause in their minds to do so.
I was confused (or still am a little honestly, but I can't quite say if that's because we're kind of talking past each other or if I misinterpret something of what you wrote, because I'm not a native speaker) because it has been pointed out so many times in this thread by people who are against account-wide skyshards that there's no real reason to make them available for every toon since you don't even need that many skill points for viable builds. Which might be true, depending on how you play, but it is also beside the point of what we're actually talking about here. Anyway, now instead of sticking to this, that you don't really need them, which to me would consequently mean that it shouldn't matter then if someone opted not to benefit from something like this if it were to be implemented, because you could still go and get however many you feel you need normally, you said, that effectively you do need them to be competitive? Somehow this just seems like a contradiction to me.
Also, would people in dungeons (those elitist jerks you mentioned, and absolutely correctly) even be able to see whether or not someone had more or less skill points? I mean, you can't now, so why would you somehow be able to see that then? If you can still make a good build with less skill points, why would anyone even notice that you're lacking them then?
It would be contradictory, if I'd said it. What I said was that people who opted not to get the account-wide skills when they hadn't earned them on that character would be kicked from groups because the elitist jerks would consider them inferior - regardless of whether they were or not. I suspect they would know whether you had all the skill points either by asking you, stating a minimum requirement when recruiting a group, or by spotting which skills you were using - or failing to use. Also, players who opted not to have all the account-wide skill points available to them wouldn't be playing on a level playing field in competitive content with those who had taken all those skill points - no matter how significant they were.
I don't think in any event that anyone is arguing - I'm certainly not - that extra skill points aren't useful, or even that they're not needed ultimately, what they're saying is that you don't need all the skill points when you create a character - or even the moment it hits level 50 - for that character to be viable.