Uhhh
No hotbars?
No Weapon swapping?
LA / HA
Left click individual from Right click?
No classes.
No Skill point system. You learn abilities by reading spell scrolls etc.
CP system.
You can become max in all things equally.
Basically not ESO?
Thevampirenight wrote: »What would you do? How would you go about it what mechanics would you change to align with it? Just hypathetical. This isn't about mmorpg mechanics but actual mechanics seen in the other
Elder Scrolls games what would you add or do to make it align with the Eso mechanics and how would you merge them together?
Just wondering?
How would you make this work and what mechanics from any of the last three major elder scrolls games not including blades would you add into the game? What mechanics from Morrowind, Oblivion and Skyrim would you blend into the gameplay?
Omg, just STOP! this game is not Skyrim, is not oblivion, not morrowind! It should not play anything like it, and it should be er Play anything like them! This game should - never- cater to those players. Skyrim has the most boring brain dead gameplay ever, and it was not popular because of the combat but the story! Just stop.
KyleTheYounger wrote: »Omg, just STOP! this game is not Skyrim, is not oblivion, not morrowind! It should not play anything like it, and it should be er Play anything like them! This game should - never- cater to those players. Skyrim has the most boring brain dead gameplay ever, and it was not popular because of the combat but the story! Just stop.
You're absolutely right.
Which is precisely why ZoS should've NEVER branded this online extension of a poor game mechanic MMO after the TES franchise. ZoS wanted to jump the EA/Activision bandwagon and cash in on the stellar success of single player TES to date. Not hard to see how ZoS was only too eager to be convinced given the combination of a minority MMO focused group of the TES fan base. And the siren lure within the industry to make easy millions off a macro transaction ridden, loot box saturated, bare bones MVP.
rambling wall of textProblem with ESO is the entire MMO has come to maturity after 5 years. Those veteran players who have played ESO since its inception, have achieved what there is to achieve at CP 800. And either taking extended vacations by returning to single player Skyrim/TES games, playing other franchises, or completely moved on.
The other problem with ESO is as an MMO, it has increasingly suffered from meaningful DLC. Which if done properly, would have expanded the existing 20+ years of TES single player lore within Tamriel. New world regions on the map are based on existing world spaces in single player lore. With the exception of Summerset (fairly decently executed) and Coldharbor/Clockwork City world spaces, the DLC for new world spaces has been lacking in replay value. Morrowind was literally a regurgitation of single player Morrowind. With a complete absence of iconic, game play depth elements the likes of the Morag Tong. Or any meaningful side quest story line involving the Ashlanders. The TG/DB DLC were a great addition for both story, farming, and skill line purposes. But sorely lacking in replay value once both DLC MQ and skill lines are maxed out. And NO, replaying these with a new toon doesn't resolve the problem. It seems a lackadaisical approach, combined with a lack of originality and commitment on the part of the ZoS dev team has become the norm. Recently released DLC like Elsweyr and upcoming, single player Skyrim based Greymoor are perfect examples of this. The antiques system sounds like it's going to be a set of go fetch quests all across the game map. And a novelty skill line that will wear off after the first two playthorughs or so.
It seems with each DLC release, nothing new or fresh by means of game world spaces are added to Nirn (e.g. ZERO initiative on ZoS part to develop the Akavari continent). And as a result of this lack of originality, ESO has come to increasingly rely on contemporary, non canon fantasy game lore. With PvP game play as a pure afterthought. Hiding the poorly developed PvP game mechanic and game play behind the canonical lore of the Interregnum period. Making PvP game play even less logical by the restriction of all consensual PvP to the Cyrodil part of the map. When in fact, canon TES lore clearly indicated the alliance wars raged across all of Tamriel during this period!
TL DR
Now in it's 6 year anniversary, ESO is a fully matured MMO. With apparently no new or innovative game play content left to offer PvE players. Especially since its aging server tech limits player base game enjoyment by means of game mechanics and performance.
On the PvP end, ESO's PvP game play was illogical and poorly thought from the start by restricting PvP to one area of the map. Yes, confining PvP to Cyrodil was necessary to appease the larger PvE part of the MMO fan base (and any solo minded PvE players as well). But in trying to accommodate the play styles of everyone, ZoS lost sight of what made--and continues to make--- single player TES so compelling and immersive to date.
Perfect example #1: Indriks FFS. The ZoS dev that came up with that particularly exotic idea must have been vaping some pretty potent moon sugar.
Perfect example #2: The absurd, nonsensical ability of all faction members to live peacefully in non alliance parts of the map--Summerset/Alinor being the worst lore breaking regions---with ZERO consequences of hostile attack/death by other players/faction NPC alliance members of said region.
Perfect example #3:
Nobody:
ZoS: Greymoor!
Fan base: Wot? Why?
ZoS: Because Skyrim. Which is still selling like hotcakes thanks to the ingenuity of the PC modding community to date. And we want our cut of that non-monetized single player pie right NOW damn it!
Ah well. When will ZoS learn you can't please everyone. But don't pretend you genuinely care about developing a game. Then make a bare bones MVP MMO which attempts to do the exact opposite of just that. Add insult to injury through a thinly veiled attempt to use ESO as a cosmetic storefront for the store. Which is the sole reason behind the whole MMO game design in the first place. To make millions off ridiculously overpriced micro transactions. And no intent of accountability on the dev's part to add any replay value from new/innovative game play content that is actually lore based. Nevermind the game performance which aging tech foundation continues its steady decline with time.
And let's not forget to keep the fan base distracted from all these chronic issues. Hmmm. What's the best way to do this? What special spirit-animal-totem will the vaping devs of ZoS dream up next? Man-bear-pig mounts? Puppy-baby-doggy non combat pets? Aetherius powered equinine mounts of the Magna Ze that fire rainbows out of their rear ends? The possibilities for the online store -- the ONLY game feature which has never broken down to date -- are endless......
YandereGirlfriend wrote: »Off the top of my head:
1. Use the classic Elder Scrolls skills (e.g. individual schools of Magicka, Blade, Blunt, Unarmored, Athletics, etc.)
2. Use loosely defined classic classes, such as "Barbarian", "Pilgrim" or "Witch Hunter" where the class bestows a unique twist or gameplay modification but that otherwise acts more as an archetype than an actual constraint on your playstyle.
3. Some sort of finite skill point system that necessitates you to use a "build" even if how you assemble it remains up to you.
4. Both hands may equip things separately (e.g. Spell and Sword, Dual Wield, Two-Handed, Dual Wield Magicka, Sword and Shield, Spell and Shield, etc.)
5. Fewer but more powerful enemies and more tactical consideration when designing encounters (e.g. take out archers/casters first then focus on heavy-hitters)
6. More of the classic rock-paper-scissors RPG relationships between mages/thieves/warriors (e.g. mages beat warriors, thieves beat mages, warriors beat thieves)
7. More emphasis on one-on-one combat with blocking, interrupting, and power attacking being more important for all classes, fights revolve around windows of vulnerability and defense rather than executing MMO-style rotations
8. Armor and damage mitigation is more impactful but healing is reduced to compensate
9. Overall damage and deadliness is increased in both directions (e.g. for the player and against the player) so fights are less about DPS'ing down health bars but instead manipulating enemies into a vulnerable state and then exploiting it
SidraWillowsky wrote: »BRING BACK MORROWIND DICE-ROLL COMBAT.
PvP would be hilarious.
Nothing, combat in ES games is among the most boring of any game.
ESO is a huge step up.. well until the upcoming travesty changes that.
Thevampirenight wrote: »What would you do? How would you go about it what mechanics would you change to align with it? Just hypathetical. This isn't about mmorpg mechanics but actual mechanics seen in the other
Elder Scrolls games what would you add or do to make it align with the Eso mechanics and how would you merge them together?
Just wondering?
How would you make this work and what mechanics from any of the last three major elder scrolls games not including blades would you add into the game? What mechanics from Morrowind, Oblivion and Skyrim would you blend into the gameplay?