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Can zos do sth about respawned npcs standing over their own corpse?

Athan1
Athan1
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It's a little immersion breaking.
Athan Atticus Imperial Templar of Shezarr
  • Danikat
    Danikat
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    That would be nice.

    I think it would make sense if the body disappeared when the NPC respawns.
    PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    "Remember in this game we call life that no one said it's fair"
  • Fata1moose
    Fata1moose
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    This can especially be a problem with big NPCs. The dwarven beetle in Markarth's Blackreach is almost always covered by its corpse which seems to mess with targeting. Although that's a whole other problem where they need to improve the targeting as you can have your crosshair on an object/enemy with no obstruction and it's still not properly targeted.
  • wild_kmacdb16_ESO
    wild_kmacdb16_ESO
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    But coming across an NPC using a broom to sweep up their own dead body is one of the funniest things I've seen.
  • Lephrel
    Lephrel
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    Look at it this way: they are Schrödinger's NPCs - they are both dead and alive.
  • Athan1
    Athan1
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    But coming across an NPC using a broom to sweep up their own dead body is one of the funniest things I've seen.

    Absolutely haha
    Athan Atticus Imperial Templar of Shezarr
  • merpins
    merpins
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    I believe the corpses staying there is due to players not picking up the loot from the bodies, and loot disappears on a timer.
  • Athan1
    Athan1
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    I believe the corpses staying there is due to players not picking up the loot from the bodies, and loot disappears on a timer.

    That makes sense but there must be a workaround for everyone
    Athan Atticus Imperial Templar of Shezarr
  • Darkstorne
    Darkstorne
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    An archaic respawn system is a crutch that more traditional MMOs rely on. We're seeing a shift away from that with games like Destiny and The Division realizing the benefits of making it much rarer for players to see one another while exploring and questing solo (you don't need to rely on magical respawns, you don't need to pack the space with mobs so there's enough for everyone, and you can have much more complex quest and level design that doesn't need to account for being surrounded by other players at all times). But it's unlikely ESO will make a design change as drastic as that.

    ESO2 after TES6? Maybe they'll try it then. Maybe they'll even be brave enough to make solo-designed areas entirely solo (unless you specifically group with friends) and phase in other players only when they're beneficial to you (dolmens, world bosses, cities, group events and public dungeons etc). It would allow for level design and respawn systems like single player TES games: no magic respawns; take the dungeon at your own pace; well balanced boss battle; guaranteed boss treasure chest etc, but still have group areas for bigger world bosses, and all the usual MMO group content like PVE dungeons, trials, and PVP zones.

    The vast majority of players enjoy MMOs as solo experiences with optional group content these days, so that's why we're seeing modern MMOs like Destiny and The Division shift in that direction. It's what the market wants.
  • Sarannah
    Sarannah
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    Would be cool if we could aim beyond corpses as well, to highlight something. Try checking a player's name when a monster corpse is anywhere near/inbetween, you can't!

    I don't know why corpses are such a focus point, maybe necromancer abilities require them to be. But maybe fix the corpse highlighting to only when corpse-using abilities are slotted, or to when someone really really aims at the corpse.
    Edited by Sarannah on January 28, 2021 1:24PM
  • Athan1
    Athan1
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    Darkstorne wrote: »
    An archaic respawn system is a crutch that more traditional MMOs rely on. We're seeing a shift away from that with games like Destiny and The Division realizing the benefits of making it much rarer for players to see one another while exploring and questing solo (you don't need to rely on magical respawns, you don't need to pack the space with mobs so there's enough for everyone, and you can have much more complex quest and level design that doesn't need to account for being surrounded by other players at all times). But it's unlikely ESO will make a design change as drastic as that.

    ESO2 after TES6? Maybe they'll try it then. Maybe they'll even be brave enough to make solo-designed areas entirely solo (unless you specifically group with friends) and phase in other players only when they're beneficial to you (dolmens, world bosses, cities, group events and public dungeons etc). It would allow for level design and respawn systems like single player TES games: no magic respawns; take the dungeon at your own pace; well balanced boss battle; guaranteed boss treasure chest etc, but still have group areas for bigger world bosses, and all the usual MMO group content like PVE dungeons, trials, and PVP zones.

    The vast majority of players enjoy MMOs as solo experiences with optional group content these days, so that's why we're seeing modern MMOs like Destiny and The Division shift in that direction. It's what the market wants.

    I disagree, I love running into other players in the overworld and look forward to it. Otherwise people should play single player games. Hope ESO doesn't change in this regard.
    Athan Atticus Imperial Templar of Shezarr
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