EnjiroKitsune wrote: »So, it raises the question: Do have players thoughts impact on the game?
FlopsyPrince wrote: »Those fish are horrible, especially when they show up where they really should not be, such as swimming around an island.
Still much better than swimming against an invisible wall and a deep voice from the aether telling you that "You can't go there".
I thought the kids in Skyrim were fine, even Braith the bully. Cos that's how kids are.
VaranisArano wrote: »Yes, players' thoughts do have an impact on the game. However, we don't dictate what the Devs will do and they may not implement it precisely how we'd like.
An Incomplete List of Implemented Player Requests:
- One Tamriel
- Splitting Imperial City from Cyrodiil
- The return of Alliance locked campaigns (and the return of the non-locked campaigns)
- No proc set PVP
- Battlegrounds
- Companions
- Skyshards for Sale
- Skill lines for Sale
- Alliance Change Tokens
- Necromancer class
- Housing
- Housing Storage Chests
- Transmutation
- Stickerbook
- Changing Skills/morphs one at a time
- Seals of Endeavor
- More mounts/cosmetics acquired through gameplay
- New Tutorial offering player choice of starting location
All of those were added to the game after players lobbied for them. Still, the Devs implemented them in their own way which may not appeal to all players.
Consider the final item on the list: the new tutorial. While I am thrilled that players have the choice of a variety of starting locations, I am disappointed that ZOS did not include the original start where the player is killed by Mannimarco and sent to Coldharbor as the Vestige.
It's my impression based on the above examples is that if you want to lobby ZOS for a change, you've got to keep lobbying them despite never hearing much back until it either happens or it doesn't.
The flip side is that if you hate a proposed change, you'd best speak out against it with reasonable arguments when it comes up. If you ignore it and say nothing, you may find yourself shocked and appalled when ZOS announces that they've heard from the people who want that feature. (There were a lot of people in that boat with the Alliance-locked campaigns.)
NPCs can be killed by players. Children would be NPCs. Some player hitting a child with the Blade of Woe might be seen by some as a bit much. Making the children invincible like guards would work to fix this problem but what would be the point?