starkerealm wrote: »Forking the game dev would be a catastrophically complicated thing to do.
starkerealm wrote: »...it would effectively quadruple dev costs to no real value.
starkerealm wrote: »Forking the game dev would be a catastrophically complicated thing to do. In your example, it would effectively quadruple dev costs to no real value.
It's not terribly complicated.
Kiralyn2000 wrote: »As a die-hard solo player, with no interest in PvP.... this sounds like a terrible idea.
It's not terribly complicated.
I have no opinion on whether the underlying idea is a good one, but all of this except character inventory (which would be a mess to do with a fork anyway) would be much better and more easily accomplished as in game options rather than forks.
PER-INDIVIDUAL-FORK
- Skill point assignments
- Skill bars
- Equiped gear
- CP assignments
- Char inventory
- Guilds!.
This seems to imply that each fork would still have all the content, in which case that would allow for a lot of potential exploits and trolling, and would also require a lot more server power, and it would also split the userbase and make for longer queue times for everyone. If not then the PvEer will still have to go to the PVP server to PVP and the dungeon server to dungeon and none of this does anything meaningful in this regard.SOCIAL EXPERIENCE
Most of the social grief in ESO comes from mixing people who should be on one fork with people on another fork. For example, priarily solo questers in a random normal with an end-game group PvEer trying to farm transmute crystals. Keep people with similar interests together will improve their experience. They will meet more like-minded people, and fewer people they cant even figure out.
These things are already on different servers. Cyro/IC/Trial/Dungeons/overland are separate instances, they already don't directly affect each other. They may indirectly affect each other in that overall resources are limited and pulled more towards the ones that are more in demand than the others, but that resource allocation wouldn't change with forks. Depending on what their current implementation is, it might even be worse by adding a lot of overhead.SERVER PERFORMANCE
If 90% of the players are soloists, have them all on one server that is optimized to perform well with solo instances, etc.
Give the PvP players their own servers, dedicated to what THEY are doing.
Give the endgamers their own servers, dedicated to what THEY need.
starkerealm wrote: »Forking the game dev would be a catastrophically complicated thing to do.
It's not terribly complicated.
They already have these four separate game-styles. All they have to do is make them accessable or non-accessable per fork.
If I log in for solo PvE, there are no dungeon finders, battleground queues, etc. The locations arent even on the map.
If I log in for group PvE, I start in a hub (like my primary or a designated "group zone" like craglorn), and can fast travel to any of the group instances, or group zones (Craglorn). None of the zones are available for open world.
If I log in for solo PvP, its similar, I log into a designated spot, like my primary, and can travel from there to battlegrounds or dueling instances / arenas.
If I log in for group PvP, I log into my home campaign, or some lobby where I can select campaign.
Its mildly complex, not "catastrophically complicated."starkerealm wrote: »...it would effectively quadruple dev costs to no real value.
A ) It is not 4x as complicated. There is initial restructuring which is a moderately daunting undertaking and after that the whole thing is simplified, and you can balance the stats and skills per fork.
B ) Value is twofold, as explained in OP, (1) better social experience by keeping birds-of-a-feather together (yo! this IS an MMO), and (2) better performance especially for people who need better performance, thus much better PR via the free publicity from streames and alcasts.
Yeah, no. That bolded part is already catastrophically complicated from a user perspective.
Why the fork should I have to log out of "Solo PvE" and back in on "Group PvE" just to do the daily pledge? Just... no.
starkerealm wrote: »Forking the game dev would be a catastrophically complicated thing to do.
It's not terribly complicated.
They already have these four separate game-styles. All they have to do is make them accessable or non-accessable per fork.
If I log in for solo PvE, there are no dungeon finders, battleground queues, etc. The locations arent even on the map.
If I log in for group PvE, I start in a hub (like my primary or a designated "group zone" like craglorn), and can fast travel to any of the group instances, or group zones (Craglorn). None of the zones are available for open world.
If I log in for solo PvP, its similar, I log into a designated spot, like my primary, and can travel from there to battlegrounds or dueling instances / arenas.
If I log in for group PvP, I log into my home campaign, or some lobby where I can select campaign.
Its mildly complex, not "catastrophically complicated."starkerealm wrote: »...it would effectively quadruple dev costs to no real value.
A ) It is not 4x as complicated. There is initial restructuring which is a moderately daunting undertaking and after that the whole thing is simplified, and you can balance the stats and skills per fork.
B ) Value is twofold, as explained in OP, (1) better social experience by keeping birds-of-a-feather together (yo! this IS an MMO), and (2) better performance especially for people who need better performance, thus much better PR via the free publicity from streames and alcasts.
Yeah, no. That bolded part is already catastrophically complicated from a user perspective.
Why the fork should I have to log out of "Solo PvE" and back in on "Group PvE" just to do the daily pledge? Just... no.
Characters Exist accross both forks, but are customizable PER fork.
TRANS-ALL-FORKS
- Character appearance,
- name,
- race,
- class,
- XP and achievements
- Bank (allowing me to get Powerful Assault, for example, from a Group PvP fork, and make it accessable to my characters on a Group PvE fork)
PER-INDIVIDUAL-FORK
- Skill point assignments
- Skill bars
- Equiped gear
- CP assignments
- Char inventory
- Guilds!
wakeyjimb16_ESO wrote: »I don't think I've seen this forum so unified as it is right now on this post. I'm practically tearing up. Even if it is to collectively bury someone's idea just because it had the audacity to be utter crap; it brought us all closer together.