Kiralyn2000 wrote: »Because it's an MMO based on Elder Scrolls, not an Elder Scrolls game that happens to have lots of players?
(also, trying to balance MMO content for a collection of defined classes is bad enough. Trying to design & balance it for a totally freeform min/max/powergaming mess? That would be awful.)
Kiralyn2000 wrote: »Because it's an MMO based on Elder Scrolls, not an Elder Scrolls game that happens to have lots of players?
(also, trying to balance MMO content for a collection of defined classes is bad enough. Trying to design & balance it for a totally freeform min/max/powergaming mess? That would be awful.)
Was it harder for Ultima Online?
Kiralyn2000 wrote: »Because it's an MMO based on Elder Scrolls, not an Elder Scrolls game that happens to have lots of players?
(also, trying to balance MMO content for a collection of defined classes is bad enough. Trying to design & balance it for a totally freeform min/max/powergaming mess? That would be awful.)
Was it harder for Ultima Online?
Skyrim isn't and it's about the same.
newtinmpls wrote: »I would like all skill lines available to all characters.
wild_kmacdb16_ESO wrote: »Access to every classes skills would be a bit much.
I think something like a 'subclass' system might be ok though.EX; you can choose a second class that gives you access to all of its abilities except its Ultimates, however you can only have 1 of this classes abilities slotted on your bar at any time.
Kiralyn2000 wrote: »Because it's an MMO based on Elder Scrolls, not an Elder Scrolls game that happens to have lots of players?
(also, trying to balance MMO content for a collection of defined classes is bad enough. Trying to design & balance it for a totally freeform min/max/powergaming mess? That would be awful.)
Was it harder for Ultima Online?
Bradyfjord wrote: »Kiralyn2000 wrote: »Because it's an MMO based on Elder Scrolls, not an Elder Scrolls game that happens to have lots of players?
(also, trying to balance MMO content for a collection of defined classes is bad enough. Trying to design & balance it for a totally freeform min/max/powergaming mess? That would be awful.)
Was it harder for Ultima Online?
Ultima, though ahead of its time, had very few skills in total. The complexity of that game came from the players' interactions, both friendly and rivalry. The systems were, compared to today, quite simple.
ESO actually started development prior to Skyrim. Also they use them as tools to reward certain aspects of the game. Want the goodies? Then you need to participate in the content.
... How come TES don't do what runescape does? Multiple levels for different skill trees. Like levelling one eventually lets you do telekinesis and lets you steal money from banks.
Another level determines what kind of armor you can use. Whereas in skyrim, all exp goes into one bar and all skills are accessible through that.
Spearpoint wrote: »... How come TES don't do what runescape does? Multiple levels for different skill trees. Like levelling one eventually lets you do telekinesis and lets you steal money from banks.
Another level determines what kind of armor you can use. Whereas in skyrim, all exp goes into one bar and all skills are accessible through that.
Oh man, I would honestly love to go for 99 Woodcutting again! The skill system in RuneScape is still my favorite.
Spearpoint wrote: »Spearpoint wrote: »... How come TES don't do what runescape does? Multiple levels for different skill trees. Like levelling one eventually lets you do telekinesis and lets you steal money from banks.
Another level determines what kind of armor you can use. Whereas in skyrim, all exp goes into one bar and all skills are accessible through that.
Oh man, I would honestly love to go for 99 Woodcutting again! The skill system in RuneScape is still my favorite.
The crafting bag with unlimited space would get a whoole new fanbase