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.
https://forums.elderscrollsonline.com/en/discussion/558043/suggestion-overhaul-the-games-loot-system-to-only-drop-what-our-characters-have-points-in
However that is the purpose for this? How in any way can it improve performance.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.
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.
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.
Mettaricana wrote: »Dcuo and black desert kinda already have this. Characters can log in with any character on any server and different rulesets apply to each server one on black desert is where pvp and guild wars happen while other servers are for casual pve and some minor forced pvp. Dcuo has a phase changer that turns world wide pve and pvp on or off in pve mode you can duel and play as you see fit. But on pvp mode all pve content is still there but heroes and villains can attack eachother on sight aka imperial city kinda deal. I would love a pvp fork for eso that allowed all pve content as well as open pvp across world just toss in a toggled attack other players on off button so you don't accidentally kill a random doing his own thing if that wasn't your intention. Could even add zone wide guild capture points that do something beneficial currencies unlocks whatever. And players can duke it out accross all of tamrial. While the pve players just log into the pve server and are left alone to do their pve content dungeons trials farming grinding. With the server load broken up and pvpers scattered across the whole map fighting eachother the lag may be minimal in that content. Make capitol towns pvp safe zones mournhold, wayrest, eldenroot, stonefalls, new wrothgar, kavatch etc but lesser towns say narsis and what not be capture points. It'd be ambitious possibly a whole year expansion to add in but would be hella fun instead of cramming a million zergs into cyrodiil in a war of lag out. Newbie towns already laggy enough with new players and alts. But seperated into their own servers that they can go and play in without restriction would be a great way to revive pvp and pve the servers could even have the battle spirit automatically active on the pvp server except in pve content like trials arenas and dungeons because of course that would make that content stupid easy with bonus health or stupid hard with reduced heals. But let players select what server they wanna log into at character select. And if pvp nerfs are incoming they can add those nerfs or buffs to the pvp server and not the pve server.
Just my thoughts.
Mettaricana wrote: »Dcuo and black desert kinda already have this...