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Elder Scrolls Online

Elder Scrolls Online 

General Discussion  » This game is a bad joke.

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93 posts found

Novice Member

Joined: 10/20/10
Posts: 1904

10/06/12 9:46:31 AM#21

I think we as mmo players cary alot of hate with us.
We have been disapointed alot by mmo studio's and frustrated to have a long awaited game turn into a money grabbing fiasco.

I hate to admit it but i dont see this game turning out succesfull, but i might be totaly wrong as i do not own a crystal ball telling me the future.

But 1 thing is sure: to make a succesfull mmo and keep people playing for longer then 2 months you need to make one hell of a game.

Went from 8 years WoW to 1 month GW2 and i never regretted my change.
But i got my eyes on WoD and iam always open for extremely good mmo's, sad thing is there are only a few out there.

SWTOR was a total fell flat on their face within 2 months...and they arent the only studio, Aion / Warhammer had the same shit happening to them.

Hype is good if hype is based on true facts, like GW2 the hype was crazy high and they lived up to that hype so far.

I realy hope more studio's can pull this off :)


Novice Member

Joined: 11/15/11
Posts: 48

10/06/12 9:50:29 AM#22
Originally posted by Reklaw
I have a feeling that TESO might actually suprise in a good way those who already are complaining.

This is a feeling I've had a while as well. Dunno why, but I just feel it might surprise.


Novice Member

Joined: 12/31/04
Posts: 2668

Some folks are like Slinkies, totally useless but great fun to watch when pushed down stairs

10/06/12 9:53:49 AM#23
From what I have seen so far it is no where near a linear themepark... not sure what all the people saying that are watching but they should go rewatch some info.  The tools alone they are delivering to the players is simply game changing.


Advanced Member

Joined: 4/01/11
Posts: 568

Ahh devil ether.

10/06/12 5:18:29 PM#24
Originally posted by Nadia
Originally posted by bliss14
any real links?   some people seem so in the loop.

lol sorry i could have been more pro-active.  thanks though!


Apprentice Member

Joined: 6/09/08
Posts: 1196

10/06/12 7:39:18 PM#25

This will be a massive suprise hit.

No-one will see an awesome RvR game coming around the bush, especially since it's carrying a powerful name that people are extremely skeptical about.


Novice Member

Joined: 8/30/08
Posts: 4889

10/06/12 7:46:53 PM#26
Originally posted by Sluske
Originally posted by Reklaw
I have a feeling that TESO might actually suprise in a good way those who already are complaining.

This is a feeling I've had a while as well. Dunno why, but I just feel it might surprise.

I feel the opposite, but it's not just based on random feelings. It's based on things that they've said that don't sit right with me.


The game will adhere to genre standards like classes, experience points, and progression. The player will gain experience by slaying enemies, exploring the world, and completing quests or objectives within the world.


Stuff like this you know. Hard to be pleasantly surprised when they are using genre standards. I'm not saying they won't get anything right or that there won't be neat little things here and there, but I personally feel that at the core it will be just another MMO with TES lore and skin because they pretty much say as much with statements like the above.


Novice Member

Joined: 9/06/07
Posts: 278

10/07/12 10:49:55 AM#27

 The game's engine is actually designed to handle grand battles with teams consisting of as many as 100 members apiece, though it's possible that such numbers will change ahead of the game's eventual release.

Unfortunately, due to online latency, the combat system will not be the same real time combat the Elder Scrolls games are known for. The Stamina Bar will be the main focus in battles. Use the Stamina Bar to Sprint, Block, Interrupt, and break Incapacitating Effects. All these effects will vary by class.


Meanwhile: Planetside 2.



Advanced Member

Joined: 3/19/04
Posts: 832

10/09/12 9:48:20 PM#28
Originally posted by GoldenArrow

This will be a massive suprise hit.

I'm going the opposite.  I see it being a bigger tank than SW:TOR.  I truly believe the Zenimax Online Studios devs, especially Matt Firor, are utterly devoid of passion and creative thinking and full of cynicism about the current potential within the industry, and that attitude has shown through clear as day in every bit of promotional pre-release interviews/reveals they've done.


When the question is "Why use classes?" and the answer is "Because it's an MMO,' I immediately realize there's a disconnect somewhere in this exchange.  Maybe that's because my first MMOs were Ultima Online and Asheron's Call and I intrinsically don't believe classes are a requirement of an MMO.  For a man whose experience is entirely in the Everquest/World of Warcraft/Dark Ages of Camelot world view I can understand why he would think that.  That's what makes him a terrible fit for this studio, this project, and this IP.

Life sucks, buy a helmet.


Novice Member

Joined: 8/03/11
Posts: 807

Definition for innovation is below. Your welcome.

10/09/12 9:58:44 PM#29
Originally posted by Korusus
Originally posted by GoldenArrow

This will be a massive suprise hit.

I'm going the opposite.  I see it being a bigger tank than SW:TOR.  I truly believe the Zenimax Online Studios devs, especially Matt Firor, are utterly devoid of passion and creative thinking and full of cynicism about the current potential within the industry, and that attitude has shown through clear as day in every bit of promotional pre-release interviews/reveals they've done.


When the question is "Why use classes?" and the answer is "Because it's an MMO,' I immediately realize there's a disconnect somewhere in this exchange.  Maybe that's because my first MMOs were Ultima Online and Asheron's Call and I intrinsically don't believe classes are a requirement of an MMO.  For a man whose experience is entirely in the Everquest/World of Warcraft/Dark Ages of Camelot world view I can understand why he would think that.  That's what makes him a terrible fit for this studio, this project, and this IP.

I expect it to do great, like the original, but everyone soon forget about it... like the original

  User Deleted
10/09/12 10:13:46 PM#30
Originally posted by kishe

The appeal of Elder Scrolls games are the fact they're sandbox type rpgs. Now what are we getting? Linear Themepark wow-clone using same engine as SWTOR.


In Elder Scrolls games you are free to do what you want, where you want, at your own pace...I just cant see that translating to traditional themepark setting that the zenimax is aiming for.

First off have you played the game?  Second have you even researched any of the concepts that will be in the game?


As a fan of the upcomming title I can honestly say you have done either.



Since when did linear means freedom to go anywhere?  You do realize the selling point of TES games is the freedom, and msot of that freedom is being carried over to the MMO version.  Freedom to go anywhere, freedom to pick what weapon you want to use (Mage with a 2h sword or a Warrior with a bow *Yummy*), freedom to choose different guilds (TES versions) to swear allegiance to, and freedom to adventure how you see fit.  Nothing about TESO "on rails" or linear except for the fact you cant kill whatever NPC you want (which is an idiotic thing to do anyway).  In fact the only feature that isnt being parlayed over to the online MMO is the freedom of class and freedom of picking your friends (its a 3 faction game) but both of those are being integrated into the MMO version via freedom of which weapon you choose and freedom of joining NPC sub-factions like the Thieves Guild or Bards College.


And dont even start about combat, first TESO is using a hybrid hotbar/tab targetting combat system similar to GW2 but with active blocking and secondly the FPS and left click to attack/cast combat system is possibly the most boring unimaginitive combat system to ever graced an RPG.






Joined: 3/03/12
Posts: 8385

10/09/12 10:16:40 PM#31
The bar has been set so low for this game that is a year minimum from releasing, how can it not impress?
J.O.B. Daggerfalls BEST Gank Crew

  User Deleted
10/09/12 10:22:09 PM#32
  • Elder Scrolls Online will use a traditional class system rather than free-form character progression. (GI1)
  • Each class can use every type of weapon in the game, and the currently equipped weapon automatically determines the first two abilities on the player’s hotbar, a precise “light” attack, and a hard-hitting “heavy” attack respectively. As the player uses a particular weapon type they gain skill and further proficiency with that type of armament. All weapons will require practice to master. Mastering a weapon can unlock additional alternative melee attacks that can be slotted. (GI1),(GI11),(PCG1)
  • Each class can unlock a wide arsenal of skills and abilities, from which players may choose three to actively use at any given time. These class abilities can be changed on the fly, and reflect a players current “loadout” that can be adapted to various situations. Skill selection is one way in which players can differentiate themselves from others of their class. (GI1),(PCG1)
  • The final hotbar slot for every class is filled by an ultimate ability which is usable after the player accumulates sufficient “finesse”, a resource mechanic that builds through successful performance in combat. Every class has multiple ultimate abilities to choose from, but may only utilize one at a time. Bonus finesse is awarded for “playing smart”, for example interrupting an enemy spellcast or blocking a dangerous attack. Groups can rapidly accumulate finesse by performing attack combos that use synergistic abilities to produce a special effect. Completing an encounter with high finesse yields additional rewards ranging from a small experience boost to additional magical loot. (GI1),(PCG1)
  • When you first slot a new ability in your hotbar, you only possess a novice level of skill using it. As you gain expertise in your abilities you can improve and enhance them in various ways. (ME3)
  • Combat, class, and ultimate abilities may be changed whenver you want, provided you are not in combat. Because TESO uses a smaller number of active combat abilities than other games, the design team is ensuring that every ability a player can use is awesome and powerful, while eliminating filler abilities that provide only supplementary benefit.(PCG1),(GI10)
  • You will have the ability to charge up attacks in order to hit harder at the expense of quickness. (GSE3)
  • There exist potent synergy abilities, where multiple players working together can create a powerful magical effect by combining multiple abilities. These cross-class combo opportunities will prompt visual cues on-screen to help parties effectively combine powers. For example, a mage may combine a fire storm with a warrior who can run into the area of effect and use bladestorm, spraying fireballs in a 360 degree radius. Adventurers should take caution, however, because the game’s enemies can and will exploit the same synergies against the player.(GSE3),(GI10)
  • Perks exist and will be similar to talents in previous MMOs, although their eventual role in character building has not yet been revealed. Paul Sage emphasized that perks will provide substantial benefit and be pivotal in character development and growth. (ME3),(GI3)
  User Deleted
10/09/12 10:23:47 PM#33
  • Character advancement will revolve largely around “hubless quest design” in order to preserve the sense of freeform exploration and progression which is an iconic feature of the Elder Scrolls. The game uses focal “points of interest” which are self-contained adventure modules that players may encounter during their travels. Townsfolk will direct players towards nearby POIs, but Zenimax Online is trying to shy away from quest hubs and breadcrumb chains. Many NPCs can direct the player to the same quest, so the player can easily find nearby quests without needing floating exclamation marks or strategy guides. (GI1),(GI8)
  • The main story line of the game is balanced to be completely soloable, although the game is tailored to provide a social community experience. (ME3),(PCG1)
  • Many quests are simple bite-sized adventures, however there are also quest sagas which span entire zones and tell grand tales which reveal segments of the overarching plot line of the game. (GI1)
  • There exist certain quest choices which mold your character as a result of your decisions. The outcome of certain quests will cause a tangible impact on areas of the world. (G4E3),(GI8)
  • Speechcraft exists in the game, and can be used to “short-circuit” or sidestep certain quest obstacles, this often opens up alternative means of completing quest objectives. (GI8)
  • TES:O will feature both public and instanced dungeons. Public dungeons are not separated from the regular world via instancing, and allow for organic cooperation, grouping, and even competition between players. Instanced dungeons also exist, which will deliver a more contained, story driven experience to a group of players. Public dungeons are excellent at providing “drive-by” social experiences with new players by facilitating spontaneous group formation with fellow gamers. (GI1),(GI3)
  • ZOS is designing to reward exploration with “vignettes” that are small events or challenges which are hidden off the beaten path around the world. (GI8)
  • Most small public dungeons located throughout the world are balanced to be challenging for 1.5 players, where they will provide a significant challenge for a solo player, but be comfortably clearable for a small group. (GSE3)
  • Endgame PvE will feature heroic modes of each of the game’s instanced dungeons, which are more than simply more difficult versions of the same content. These heroic dungeons extend the story of normal mode dungeons by adding a climactic and challenging endgame experience. In addition the game has large raids that pit multiple groups of players against powerful and iconic bosses. (GI1),(GI3),(GI8)
  • Quest rewards and public boss drops are individual specific and linked to the player’s class. This is to encourage grouping without penalizing players by forcing them to distribute shared loot. Additionally, many quest objectives are automatically shared with nearby players in the world to encourage cooperation, even if players don’t actually form a group. Furthermore, there are no kill lockouts. If you assist a fellow player in slaying monsters, both of you will recieve experience and quest credit even if you are not grouped. Zenimax wants to discourage competitiveness within ones own faction, and encourage players to work together against common enemies. (GI8),(PCG1)

Novice Member

Joined: 3/02/08
Posts: 2051

10/09/12 10:27:26 PM#34

Funny thing is evnwe if they somehow managed to release it with exactly the saem gameplay as Skyrim but with 1000s of peopel int he world at once,it would not be considered a sandbox game by the majority of people here but still a themepark with justification.

I don't have an opinion about this game yet ecause there is only very general information about what they want to do with the game available at this stage and mock ups of the world using the hero Engine whislt they finish their custom engine.As someone wanting only a good game whether it be sandbox or thenepark I as of yet have no horse in this race.


Apprentice Member

Joined: 3/04/12
Posts: 101

10/09/12 11:34:22 PM#35
The threads on this site need innovation.. op makes troll post.. op never looks back at flame war /facepalm

Advanced Member

Joined: 10/18/05
Posts: 391

It is easier to Fight for Principles then it is to Live up to them.

10/10/12 12:09:57 AM#36
Originally posted by busdriver

I just can't figure out who this game is aimed for.

MMORPG fans? So far it looks roughly the same as 50 other games out there and RvR is also done gazillion times by now.

It can't be the TES fans, Zenimax has stripped most of the features that people love about TES games, and of course the vast modding community wont give two shits about any MMORPG anyway.

DAoC fans? I guess, but there's a fuckton of competition out there for RvR, the newest one being PS2 (which is excellent by the way. Yes it's not a RPG, but lets be honest here, other than the RvR part, DAoC was a really shitty game).

Hi I'm an angry bus driver and I like to get mad over video games like a 10 year old.


Spotlight Poster

Joined: 10/03/06
Posts: 422

10/10/12 2:58:09 AM#37
What company in their right mind would chase after a few thousand sandbox-enthusiasts when there are potentially 10+ million costumers to steal from Blizzard?

Elite Member

Joined: 4/04/11
Posts: 4960

10/10/12 3:01:32 AM#38
Do we really want another swtor development. Time to evolve mmorgs in another direction (any direction lol). Remember scrolls heritage is sandbox rpg.

rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar

Now playing GW2, AOW 3, ESO, LOTR, Elite D


Apprentice Member

Joined: 11/21/11
Posts: 7246

10/10/12 3:58:14 AM#39
Nothing they say makes it sound like swtor

Nothing they say makes it sound like tes single player either mind.

I don't get how you guys see...
Open world dungeons
Semi action combat, based on weapon sets
Rvr endgame
Political system
Soul gathering and tes crafting
No quest hubs, wander and find open dungeons & events
No agro system
Optional story line quest

And just pick up on the last one and go "wow clone, swtor 2,burn the witch"

The feature list reads like the feature list for gw2 but with more sandbox elements.

Apprentice Member

Joined: 3/10/12
Posts: 1030

10/10/12 4:02:10 AM#40
Originally posted by timtrack
What company in their right mind would chase after a few thousand sandbox-enthusiasts when there are potentially 10+ million costumers to steal from Blizzard?

A few thousand? lol.. If someone finally made a great sandbox it would make a shitload of money.

"You are all going to poop yourselves." BillMurphy

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