tomofhyrule wrote: Β»The caveat I would give for a lot of these though is that they are more Roleplay-focused things that still require unique animations.
The devs have made it very clear that older hardware is imposing limitations, and animations was one of those things. They in fact just released a patch to try to save space for animations (with mixed feedback), but there is still a finite space.
I know something like βwe canβt put in a new class because we spent out entire animation space on making it so you can RP a boardgame in a tavernβ is not an appropriate tradeoff for some players. Iβd much prefer new gameplay that everyone can use instead of making something that is hyperspecific to RPers only.
SilverBride wrote: Β»MilesTailsProwers wrote: Β»However, Taverns would prob be only places where little fun would make sense, getting drunk with animations, eating food with animations while seated and doing arm wrestling on table, a small quick respite from the adventures if it fits your character in roleplaying sense to do so!
What if taverns had "secret" rooms for gamblers etc. that require a quest chain to access? These could take players to the same instanced game room regardless of which tavern the player entered from, increasing their chances of finding others to play with.
I know I've been against several of the ideas presented, but I'm actually warming up to this one. And I respect the amount of thought you put into your ideas.
thegreatme wrote: Β»The only feature I really want to see (very very badly) now that we have multi-rider mounts is for them to give us mount-and-wagon type mounts that allow more than 2 players to ride. So a wagon driver and then maybe 4 - 7 other players who can get on and ride the wagon. (either 4 - 6 slots on the "back" of the wagon, and possibly an additional passenger seat at the front of the wagon with the driver).
But considering the actual logistics of that from both an animation and technical sync standpoint, I can see why it would be difficult.
But man, wouldn't it be cool to be able to see things like traveling wagon trains or have people roleplaying out actually traveling across zones instead of just fast-traveling around or having to deal with the jankyness of different mount speeds because you have maxed mount speed and that one person is still at 10% because they keep forgetting to get stables?
And unlike a lot of other suggestions I've seen here, its both functional, practical, and not immersion breaking.
It would be even cooler if there could be some way to customize what mount is pulling the wagon out of mounts you already own (and so that ZoS can still rake in the money on new releases, they could make different styles of wagons over time that you can slot your mounts into. Maybe when you set a wagon to "active" it gives you a drop-down menu to pick the mount from whatever you own), but considering I'm not going to hold my breath on even getting a basic horse and wagon, I'd take just about anything at this point.
For roleplaying, instead of some "Persistent Form" and manually toggling the ultimate, why not cosmetic form?MilesTailsProwers wrote: Β»3οΈβ£ Werewolf skill line overhaul.
Werewolf form customisation for ears, eyes, tails, fur color, scars, body type, claws, mane.
Some players want to stay in Werewolf form longer periods of time for roleplaying purposes. Have optional toggleable skill called "Persistent Form" that makes it so ultimate timer no longer automatically returns player back to normal form, but instead debuffs player unless they press the ultimate button again to manually return back to normal form.
Emotes for Persistent Werewolves such as /Roar /Howl /Sleep /Sit /Eat. This will make roleplaying as Werewolf more fun. When Persistent Form Werewolves press mount bind, they will run on all fours instead similar to Worgen's from World of Warcraft.
With Execution system implemented, Werewolf players can do brutal finishers on humanoid enemies with low health.
MilesTailsProwers wrote: Β»BretonMage wrote: Β»Thanks for the feedback here, @MilesTailsProwers. These are really cool. Will share these with the team.
I have to disagree, I don't like a single one of these suggestions.
That's totally fine to disagree. Please feel free to suggest your own feedback regarding potential new systems. Always things we can look into and bring to our teams for consideration.
I agree with Hamish. I think that a lot of the proposed ideas would look stiff and contrived in Elder Scrolls. Even in the real world, it's not really fun watching others play board games or arm wrestle. An instanced "games house" like Silver Bride suggested might be a better place for those things.
As for a suggestion: One thing that has been requested before (years ago) that I think would promote socialising in a way that fits with the current ESO world is paired animations.
I've seen a lot of players doing fun emotes together, and it's always amazing to see them doing coordinated dances and music bands. But those coordinated dances and bands aren't easy to line up, and could use a more organised system. Say, someone starts a dance/social interaction, you could face them and respond with the paired emote, or something like that. The Alinor Allemande would have been perfect as a paired animation, for example.
Absolutely! Paired animations would be wonderful, different ballroom dances, hugs, piggyback ride, carrying eachother, rock paper scissors
If i remember correctly, there already exists crown store rock paper scissors emotes in ESO but they arent paired and not everyone owns them by default, so new rock paper scissors with paired emotes system would be awesome! similar to Team Fortress 2 rock paper scissors