Swiftfox_Bouncyface wrote: »Often we can see a single player walking around a rock or other obstacle, using them as line of sight object to protect themselves from the other players - usually to turn around at one point and try to catch them by suprise and unbuffed with intention of killing. That makes it nearly impossible for a large group of unexperienced players to win against someone more experienced.
Swiftfox_Bouncyface wrote: »Often we can see a single player walking around a rock or other obstacle, using them as line of sight object to protect themselves from the other players - usually to turn around at one point and try to catch them by suprise and unbuffed with intention of killing. That makes it nearly impossible for a large group of unexperienced players to win against someone more experienced.
I don’t agree that this is a problem that needs mechanics changes to solve. It just needs common sense. What always amazes me is that a group of players will run after a player for several minutes around the same rock or tower without realising that they can actually run in the opposite direction (or even stand still) and cut them off, cc them and take them down.
I really like this idea and think that it is a good way to narrow the gap between exploitative small scalers and the virtuous zerg players who don’t believe in the use of terrain and strategy in combat.
But I think we could go a couple steps further even to really make the game more realistic and grounded in practicality.
- I love the idea of walking costing stamina! But while we’re at it, to further emphasize this brilliant idea, we must delete all wayshrines. Make travel more realistic. Expanding on the stamina cost for walking-jumping, using any attacks at all (including light/heavy attacks), riding mounts, and generally existing should also slowly drain stamina.
- Every 16 hours of played time or so, characters should be forced to go to their house or an inn and afk at a bed for 8 hours, or otherwise suffer a stacking sequence of debuffs.
- Diet and portion control are very important to a healthy lifestyle. Players must be made to only use food consumables when the prior meal has run out. Habitually consuming food before the appropriate time will eventually result in loss of combat stats and eventually disease debuffs.
- Speaking of debuffs and wellness, instant healing must be removed. How ridiculous of a concept. Damage taken to health can only be recovered tediously over extended periods of time. The presence of healers and healing abilities will quicken this process, but from a scale of months to weeks....never instantaneously.
- We must make encumbrance a thing, just like Skyrim! But better. As you carry more weight in items, you slowly begin to lose movement speed and the ability to turn your camera as smoothly.
-Players must now file taxes to either the Covenant, Dominon, or Pact in a timely and proper fashion. Failure to do so will lead to bounties and eventually a ban from the game.
-All player characters will experience a growth in all stats up until about level 30 or so. Afterwards, max stamina, stamina recovery, and weapon damage will all slowly begin to deteriorate up until about level 50. Then rapidly fall off. Max magicka, magicka recovery, and spell damage however will continue to grow indefinitely....but only if the player spends several hours a day reading lore books.
These changes, and others like it, will serve to make ESO a much more compelling and enjoyable experience for all.
This has to be one of the worst suggestions I have ever read. If they implemented anything along these lines I would quit same day. As would anyone who knows anything about being just average in Cyrodil.
You want walking to cost Stamina... WALKING.....
No. Just.. just no
ALSO, for anyone saying jumping should cost stamina. Also, just no. If you take the time to really study the game mechanics and timers you'd be able to see for experienced players who animation cancel consistantly, jumping can ruin your timers to cast and actually hurt you. Of course you can kite jump to gain ground, but that has been in the game for 5 years and is not used a lot in Cyrodil. When it is it's typically a mistake.
So... just no.
I really like this idea and think that it is a good way to narrow the gap between exploitative small scalers and the virtuous zerg players who don’t believe in the use of terrain and strategy in combat.
But I think we could go a couple steps further even to really make the game more realistic and grounded in practicality.
- I love the idea of walking costing stamina! But while we’re at it, to further emphasize this brilliant idea, we must delete all wayshrines. Make travel more realistic. Expanding on the stamina cost for walking-jumping, using any attacks at all (including light/heavy attacks), riding mounts, and generally existing should also slowly drain stamina.
- Every 16 hours of played time or so, characters should be forced to go to their house or an inn and afk at a bed for 8 hours, or otherwise suffer a stacking sequence of debuffs.
- Diet and portion control are very important to a healthy lifestyle. Players must be made to only use food consumables when the prior meal has run out. Habitually consuming food before the appropriate time will eventually result in loss of combat stats and eventually disease debuffs.
- Speaking of debuffs and wellness, instant healing must be removed. How ridiculous of a concept. Damage taken to health can only be recovered tediously over extended periods of time. The presence of healers and healing abilities will quicken this process, but from a scale of months to weeks....never instantaneously.
- We must make encumbrance a thing, just like Skyrim! But better. As you carry more weight in items, you slowly begin to lose movement speed and the ability to turn your camera as smoothly.
-Players must now file taxes to either the Covenant, Dominon, or Pact in a timely and proper fashion. Failure to do so will lead to bounties and eventually a ban from the game.
-All player characters will experience a growth in all stats up until about level 30 or so. Afterwards, max stamina, stamina recovery, and weapon damage will all slowly begin to deteriorate up until about level 50. Then rapidly fall off. Max magicka, magicka recovery, and spell damage however will continue to grow indefinitely....but only if the player spends several hours a day reading lore books.
These changes, and others like it, will serve to make ESO a much more compelling and enjoyable experience for all.
ok i skimmed a little bit and got REALLY SCARED for a sec but once i actually read it yeah obv joke. very good one tho solid 9/10. slightly lacking in subtlety but the details of calling simple movement odd terms is a really good one. if i can offer some con-crit, saying "so called 1vXers and smallscalers" and "so called zerglings" is kinda out of place unless youre playing it off as a PvEer who doesnt consider themselves related to either party. it comes off as being derogatory towards all PvPers, thus your character seems like a PvEer who cares about PvP for seemingly no reason, and also knows PvP terms despite that, which breaks the character a little bit imo
Swiftfox_Bouncyface wrote: »TL;DR
Walking should have a stamina cost to improve health of PvP, it won't affect PvE much, extremely small hidrance but in my opinion improvement for all PvP players out there. If you're wondering why I think so, please read the thread
Thank you for reading & you're welcome to discuss, I hope I didn't miss anything
-Swiftfox Bouncyface
thats because you are playing the updated version.
Waffennacht wrote: »This is a really bad idea
"I can't kill someone because they walked behind a rock so make walking cost stamina."
I don't think it can get pettier than this. L2P and more specifically learn to walk like your opponents do.