| 27 posts found | |
|---|---|
Originally posted by Lawlmonster Thats right, i didn't say it should be the size of single players Skyrim. They can make huge world maybe 10xSkyrim SP. I still can't see where is the problem to make game like that. Only problem is stupidity of game developers. They can't understand that with copy of wow you can't beat wow because he is dominant on that kind of play field. Mortal online have that kind of ''Skyrim'' concept but it is poorly made game |
|
Originally posted by gordiflu Hmmm.. That could be nice to :) |
|
|
10/06/12 2:22:16 AM#23
Originally posted by Zylaxx I think you'll find many that would disagree with you. I and many others liked TES's combat system. And not many of the good things have made the cut and the things that could be converted over into an MMO are being neglected and we are getting standard fare instead. What exactly do you think couldn't be done in an MMO? |
|
|
10/06/12 2:25:25 AM#24
Originally posted by Zylaxx Unless the 'something off in the distance' is in another factions area, then you are shit out of luck and need to roll an alt to reach it. Sound really fucking open world, amirite? |
|
|
10/06/12 2:33:36 AM#25
All of the elder scrolls games were designed so the player became god like and could lay waste to towns of npc's. Obviously elder scrolls online will not have the same over powered progression. At the end of the day though it seems that the op is just asking for a less buggy version of mo/dfo with better graphics and more pve. Sounds good to me!
|
|
|
5-10Xsize of Skyrim, 200-300 players per server, clan pvp, death for 24h like it will be in war z so you can really feel adrenaline and you get rid of to many players. It can be done, nothing is impossible
|
|
|
10/06/12 2:48:45 AM#27
When we have games like Raiderz, Tera, DDO, Mount & Blade (and now War of the Roses), Planetside1/2, and their kin, which are multiplayer games driven by more action oriented play, I am really incapable of buying the 'can't be done' argument.
Are there aspects that need to be changed for multiplayer? Yes.
But does it have to be that drastic? No.
Take for example the whole 'player balance thing. They can still let players train up every skill path in the game, the thing is limiting the choices at playtime so they aren't just vomiting a rainbow of skills 24/7. It couls work as specializations. Each school becomes something that you have to pick a few to be your primary and secondary, the rest you will not have access to their abilities, or are locked out of the higher tier skills. When you setup your character you slot the ones you wish to train and have at it, want to play something different? Reslot.
The point is that they can have technical access to all abilities, but they need to train them up and only gain access to them individually. That way at playtime they are controlled in the variety they can employ.
Flatten the amount of vertical progress gained versus unlocking more variety and tweaks and you can keep disparity in 'skill vs time' to a mimimum as well for competitive play.
Graphics? Well the performance of the graphics has less to do with how fancy they are as much as Bethesda just isn't that great at getting good performance out of them. Aside from optimizations to the graphical performance I do think there's some tweaks they could do to the way they create graphics that would halep as well.
One being they don't tend to work the angles. For some reason they just seem to have a hard time hiding the polygons, and as a result anything they want curved will always end up either with a lot of polys, or a brick. Character models as well I feel have this habit of using considerably more polygons than is necessary to make a good looking model.
And they really need to clean up how they store and load stuff. It's not clean within the engine and there's too many ways to easily mess something up. :p
Aside from that, they can also handle how the world is segmented differently. The two things that come to mind is, well...
1 - I'm not really that averse to phasing. Creating several versions of elements that can be tied to a zone and changed in and out as the players complete certain activities gives a bit more liveliness to the world. However, it also segregates it in some awkwards ways at times. I think there are little details that would be invaluable to use phasing for, but I have no concrete examples right now.
2 - This one is more important to me. World space portals. I don't mean instance portals. I mean the things capable of generating what is known as non-euclidean geometry. For example when you look at a hut and enter it to find out the interior is notably larger than would reasonably fit from the outside. They are portals build to bridge separate zone components in the game world into an apparently seamless environment. What this does is allow for some of those little habits Bethesda has, such as player homes looking most definitely smaller inside than they do outside, to be a moot point in the context of environments as you can store the interior of the house as a detached segment hidden under the world's geometry and make the doorway a portal into it without the need of a loading screen.
This can be used on other things such as cities and caves as well, they can exist in their own detached area so they can scale properly when inside them, but they can plug into smaller zones that couldn't otherwise fit them.
As for making an Elder Scrolls game. I stick by my old opinion that it's the fundamental concept behind the gameplay that people, or at least I, value. I know I at least wish to see a game that plays with that more action and actively driven combat, in a more fleshed out world, with at least a few friends. I would be just as happy with a small scale Elder Scrolls co-op game as I would be an Elder Scrolls MMO. As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero. - Vaarsuvius |
|