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Elder Scrolls Online

Elder Scrolls Online 

General Discussion  » This game sounds like the possible savior to MMOs!

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225 posts found
  ShakyMo

Apprentice Member

Joined: 11/21/11
Posts: 7246

10/12/12 2:22:08 PM#21
It's more than 1 zone in daoc, its a big area. And thats just on core servers. On mordred the entire world is pvp.

TESO by the sounds of it has the whole of oblivion landmass dedicated to pvp, that's a pretty big place. Also it is THE endgame.

It is a simmilar setup to daoc. There's 2 provinces of pve content for each faction and the central province - cyrodil given over to rvr. Again on core servers, don't know if they are going with the coop and full pvp servers like daoc also, but I think they should.
  GoldenArrow

Apprentice Member

Joined: 6/09/08
Posts: 1076

10/12/12 2:22:52 PM#22
Originally posted by ste2000

The OP must have read a new Lasagne recipe by mistake.

Really from the info we got so far, TESO look more like SWTOR with TES skin.

I don't know where you get the impression this could be the saviour of MMO.

If Zenimax do not add some Sandbox (I said some) in TESO, this game will go down the drain faster than the Bioware game.

Seems like very few (including you) have actually watched the developer interviews when the game was originally announced. The game will be far from a typical WoW clone.

A) Moba style combat system, (few skills + ultimates), stamina meter for defensive mechanics (dodge/cc removal/etc..), skills that require positioning and extra actions (i.e AoE spells that allow you to throw fireballs without having the mentioned skills) and combining them with your skills (GW2 style combo fields).

B) Uniquely flexible talent trees that allow you to widely customize your character, not locked to single role and not all over the place like TSW style.

C) 3 way RvR with a goal of capturing the middle city with additional benefits including dungeons/raids that are only open to the conqueror. Heavy endgame emphasis on RvR.

D) Different classes for every faction, not sure if they are mirrors or actual classes on their own.

E) Room-based dungeon system where you have the beat the whole room to progress through the dungeon. No random pulling, when you enter the room, the whole room comes after you and reacting to that is the key to survival.

F) Engine of it's own although it was originally designed using HERO engine as basis. SWTOR engine couldn't run a 3-way RvR so they won't be using that one.

  ShakyMo

Apprentice Member

Joined: 11/21/11
Posts: 7246

10/12/12 2:24:47 PM#23
Op:
Just to point out, you made a mistake with "return of trinity"

TESO has no agro mechanics, and no traditional tank skills like + threat moves and taunts. Expect something more like gw1 or coh as far as group mechanics go. E.g. not a wow style rigid trinity, but not a gw2 style no trinity.
  ShakyMo

Apprentice Member

Joined: 11/21/11
Posts: 7246

10/12/12 2:26:55 PM#24
Golden:
I heard it was using a heavily modified version of the skyrim engine, which kinda makes sense as its the decendent of game bryo used by oblivion, fallout 3, daoc and rift.
  User Deleted
10/12/12 2:28:30 PM#25
Originally posted by MercArcher
Originally posted by sandboxy
I don't know if you (OP) are genuinely as clueless as you seem to be or are you just trolling..

Its pretty clear that all the doomsayers and "wowclone" people are the ones trolling.

 

Not to mention all the lore. TES has some of the most established lore in all of gaming.

Ima let you finish an all, but SWTOR had one of the most established lores OF ALL TIME.

  MercArcher

Apprentice Member

Joined: 5/17/04
Posts: 59

 
OP  10/12/12 2:33:02 PM#26
Originally posted by ShakyMo
Op:
Just to point out, you made a mistake with "return of trinity"

TESO has no agro mechanics, and no traditional tank skills like + threat moves and taunts. Expect something more like gw1 or coh as far as group mechanics go. E.g. not a wow style rigid trinity, but not a gw2 style no trinity.

They will havean agro system, it just won't be as rigid as traditional MMOs, and everyone can use defensive abilities such as block for when they do get agro. They have also mentioned Tanks, and healers specifically showing that there will be the trinity.

  User Deleted
10/12/12 2:34:11 PM#27
Originally posted by ste2000

The OP must have read a new Lasagne recipe by mistake.

Really from the info we got so far, TESO look more like SWTOR with TES skin.

I don't know where you get the impression this could be the saviour of MMO.

If Zenimax do not add some Sandbox (I said some) in TESO, this game will go down the drain faster than the Bioware game.

Biggest difference from swtor is there wont be questhub design, and they hope to promote exploring for quests, and open dungeon design for small group content. There wont be instanced solo content (at least they haven't said anything about it), and ability design is more gw2/tsw and definitely not like swtor

The big thing that teso shares with swtor is that main story is soloable, but that has been blown out of proportion. They don't wish to alienate the solo players by forcing people to group up to do main story, that doesn't mean that everything is made for solo players.

I wouldn't call it the saviour of MMO's though, but it definitely could be the saviour for the people that look for RvR action.

  Kyleran

Bitter Vet™

Joined: 9/13/06
Posts: 18783

Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV

10/12/12 2:42:55 PM#28
Originally posted by MercArcher
Originally posted by Kyleran

The folks attempting to create Citadel of Sorcery are truly working on an innovative title that would revolutionize the MMORPG space, this really is iteration number 18 of the standard theme park MMO with some DAOC style RVR grafted on to the end game.  See WAR.

 

I doubt with that concept CoS could even break 1million subs. Sure it will be great for people who want a sandbox MMO, but there aren't that many of them. It would lack a centralized end game which is what most people are looking for. Not minecraft as an MMO.

I'm not sure COS could break 500K subs, but the good news is, it doesn't have to.  From where I sit, if a MMO appeals to the mass audience I'm pretty sure I'm not going to like it very much.

You may not recall, but DAOC was a niche product for its time, titles such as EQ1 and AC had larger player bases.

And if you really think about it, COS's concept for "end game" is actually closer to the TES concept (far more open ended)  than TESO seems to be aiming for.

 

"In these forums 'honest' seems to be a symonym for 'hates the game just like I do'" - ohioastro
Kyleran - Bitter Vet ™ since 2006
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon

  mehoron

Advanced Member

Joined: 11/19/05
Posts: 147

10/12/12 2:55:19 PM#29
Originally posted by MercArcher
Originally posted by Kyleran

The folks attempting to create Citadel of Sorcery are truly working on an innovative title that would revolutionize the MMORPG space, this really is iteration number 18 of the standard theme park MMO with some DAOC style RVR grafted on to the end game.  See WAR.

 

I doubt with that concept CoS could even break 1million subs. Sure it will be great for people who want a sandbox MMO, but there aren't that many of them. It would lack a centralized end game which is what most people are looking for. Not minecraft as an MMO.

Ahaha I had to chime on on this one. So you want an MMO with an "End Game" you know having an "End Game" to a genre that's supposed to be a 2nd life, is kinda backwards right?

Are you talking about raiding? (Raiding != endgame BTW) I believe the last statistic was that something like 6% of mmo gamers do top tier raiding 6%!! That's nothing. Most group and quest together and spend their time leveling up. 

I would love to know where you got the idea that most people want end game content when most people don't even do "end game" content.

  Entinerint

Advanced Member

Joined: 5/06/12
Posts: 714

10/12/12 3:22:31 PM#30
Originally posted by GoldenArrow
 

Seems like very few (including you) have actually watched the developer interviews when the game was originally announced. The game will be far from a typical WoW clone.

A) Moba style combat system, (few skills + ultimates), stamina meter for defensive mechanics (dodge/cc removal/etc..), skills that require positioning and extra actions (i.e AoE spells that allow you to throw fireballs without having the mentioned skills) and combining them with your skills (GW2 style combo fields).

B) Uniquely flexible talent trees that allow you to widely customize your character, not locked to single role and not all over the place like TSW style.

C) 3 way RvR with a goal of capturing the middle city with additional benefits including dungeons/raids that are only open to the conqueror. Heavy endgame emphasis on RvR.

D) Different classes for every faction, not sure if they are mirrors or actual classes on their own.

E) Room-based dungeon system where you have the beat the whole room to progress through the dungeon. No random pulling, when you enter the room, the whole room comes after you and reacting to that is the key to survival.

F) Engine of it's own although it was originally designed using HERO engine as basis. SWTOR engine couldn't run a 3-way RvR so they won't be using that one.

I watched all of it, several times, and here were my reactions.

A) Ew, fuck MOBAs.  No TES combat?  Not TES.

B) Not like TES, don't want.

C) I got bored of DAOC RvR after about a month and I'm still bored of it, otherwise I'd be playing it right now.  Plus, it makes no sense for a TES game to be forced into factions.

D) No custom classes, I always make my own class in TES.

E) So innovative, Legend of Zelda did it back in 1986!  Sounds REALLY lame.

F) Engine means very little actually, it's all about the team using it.  A bad team can make Cryengine look like garbage and a good team can make something amazing with Ogre.  It's all about the talent, not the tools.  Also, this is probably similar to how the Creation engine was "all-new" when in fact it was just a modified Gamebryo.

  itsTort

Apprentice Member

Joined: 6/14/11
Posts: 127

10/12/12 3:26:03 PM#31

"Savior of MMOs" 

Hehe.. If only I hadn't heard that before. Guild Wars 2 is doing a damn good job though.

  MercArcher

Apprentice Member

Joined: 5/17/04
Posts: 59

 
OP  10/12/12 3:33:36 PM#32
Originally posted by Entinerint
Originally posted by GoldenArrow
 

Seems like very few (including you) have actually watched the developer interviews when the game was originally announced. The game will be far from a typical WoW clone.

A) Moba style combat system, (few skills + ultimates), stamina meter for defensive mechanics (dodge/cc removal/etc..), skills that require positioning and extra actions (i.e AoE spells that allow you to throw fireballs without having the mentioned skills) and combining them with your skills (GW2 style combo fields).

B) Uniquely flexible talent trees that allow you to widely customize your character, not locked to single role and not all over the place like TSW style.

C) 3 way RvR with a goal of capturing the middle city with additional benefits including dungeons/raids that are only open to the conqueror. Heavy endgame emphasis on RvR.

D) Different classes for every faction, not sure if they are mirrors or actual classes on their own.

E) Room-based dungeon system where you have the beat the whole room to progress through the dungeon. No random pulling, when you enter the room, the whole room comes after you and reacting to that is the key to survival.

F) Engine of it's own although it was originally designed using HERO engine as basis. SWTOR engine couldn't run a 3-way RvR so they won't be using that one.

I watched all of it, several times, and here were my reactions.

A) Ew, fuck MOBAs.  No TES combat?  Not TES.

B) Not like TES, don't want.

C) I got bored of DAOC RvR after about a month and I'm still bored of it, otherwise I'd be playing it right now.  Plus, it makes no sense for a TES game to be forced into factions.

D) No custom classes, I always make my own class in TES.

E) So innovative, Legend of Zelda did it back in 1986!  Sounds REALLY lame.

F) Engine means very little actually, it's all about the team using it.  A bad team can make Cryengine look like garbage and a good team can make something amazing with Ogre.  It's all about the talent, not the tools.  Also, this is probably similar to how the Creation engine was "all-new" when in fact it was just a modified Gamebryo.

You want TES in a multiplayer game? Go play two worlds and two worlds 2.

 

Theres a reason people aren't doing that style of combat in a multiplayer game. It doesn't work very well.

  Entinerint

Advanced Member

Joined: 5/06/12
Posts: 714

10/12/12 3:48:20 PM#33
Originally posted by MercArcher
 

You want TES in a multiplayer game? Go play two worlds and two worlds 2.

 

Theres a reason people aren't doing that style of combat in a multiplayer game. It doesn't work very well.

I guess you've never played two worlds or two worlds 2.  They are not like TES.  They don't even have first person.

They are also not MMORPGs with thousands of concurrent players in the same world as you.

Also TW and TW2 does not take place in Tamriel so I could care less.

As for that combat style "working well," it only works well if the team creating it care enough to make it work well.  There are a ton of ways to improve upon and polish the already-working real-time combat seen in MMORPGs like Darkfall and Mortal Online.  If those tiny, unfunded teams, fueled only by passion can do it, then how is it "impossible" for a 250 person team with a 300 million dollar budget?

If you want to know what I want?  Here it is:

An open-world MMORPG that takes place in the entire continent of Tamriel, and plays as close to Skyrim as possible, with a few, barely-noticeable changes to cater to thousands of players being the the same world at once.

What I'm getting:

An instanced, phased and closed-off thempark MMORPG that takes place in one third of Tamriel depending on your race-locked faction, with an archaic and out-dated combat and interaction system, no housing options, no viable first-person combat, and very little resembling what makes TES special in lieu of tired, 10-year-old design paradigms like RvR and tab-targetting.

  mehoron

Advanced Member

Joined: 11/19/05
Posts: 147

10/12/12 3:52:48 PM#34
Originally posted by MercArcher
Originally posted by Entinerint
Originally posted by GoldenArrow
 

Seems like very few (including you) have actually watched the developer interviews when the game was originally announced. The game will be far from a typical WoW clone.

A) Moba style combat system, (few skills + ultimates), stamina meter for defensive mechanics (dodge/cc removal/etc..), skills that require positioning and extra actions (i.e AoE spells that allow you to throw fireballs without having the mentioned skills) and combining them with your skills (GW2 style combo fields).

B) Uniquely flexible talent trees that allow you to widely customize your character, not locked to single role and not all over the place like TSW style.

C) 3 way RvR with a goal of capturing the middle city with additional benefits including dungeons/raids that are only open to the conqueror. Heavy endgame emphasis on RvR.

D) Different classes for every faction, not sure if they are mirrors or actual classes on their own.

E) Room-based dungeon system where you have the beat the whole room to progress through the dungeon. No random pulling, when you enter the room, the whole room comes after you and reacting to that is the key to survival.

F) Engine of it's own although it was originally designed using HERO engine as basis. SWTOR engine couldn't run a 3-way RvR so they won't be using that one.

I watched all of it, several times, and here were my reactions.

A) Ew, fuck MOBAs.  No TES combat?  Not TES.

B) Not like TES, don't want.

C) I got bored of DAOC RvR after about a month and I'm still bored of it, otherwise I'd be playing it right now.  Plus, it makes no sense for a TES game to be forced into factions.

D) No custom classes, I always make my own class in TES.

E) So innovative, Legend of Zelda did it back in 1986!  Sounds REALLY lame.

F) Engine means very little actually, it's all about the team using it.  A bad team can make Cryengine look like garbage and a good team can make something amazing with Ogre.  It's all about the talent, not the tools.  Also, this is probably similar to how the Creation engine was "all-new" when in fact it was just a modified Gamebryo.

You want TES in a multiplayer game? Go play two worlds and two worlds 2.

 

Theres a reason people aren't doing that style of combat in a multiplayer game. It doesn't work very well.

 

That style of combat is being utilized in Korea right now and it's painfully successful. Tera tried a hybrid version that didn't do so well. The current combat system for ESO is just a copout.

Straight up it's not a TES game. It's not TES gameplay so why would you make it? Just call it Warrior Fighters and it makes more sense than calling in TES.

  MercArcher

Apprentice Member

Joined: 5/17/04
Posts: 59

 
OP  10/12/12 4:06:53 PM#35
Originally posted by Entinerint
Originally posted by MercArcher
 

You want TES in a multiplayer game? Go play two worlds and two worlds 2.

 

Theres a reason people aren't doing that style of combat in a multiplayer game. It doesn't work very well.

I guess you've never played two worlds or two worlds 2.  They are not like TES.  They don't even have first person.

They are also not MMORPGs with thousands of concurrent players in the same world as you.

Also TW and TW2 does not take place in Tamriel so I could care less.

As for that combat style "working well," it only works well if the team creating it care enough to make it work well.  There are a ton of ways to improve upon and polish the already-working real-time combat seen in MMORPGs like Darkfall and Mortal Online.  If those tiny, unfunded teams, fueled only by passion can do it, then how is it "impossible" for a 250 person team with a 300 million dollar budget?

If you want to know what I want?  Here it is:

An open-world MMORPG that takes place in the entire continent of Tamriel, and plays as close to Skyrim as possible, with a few, barely-noticeable changes to cater to thousands of players being the the same world at once.

What I'm getting:

An instanced, phased and closed-off thempark MMORPG that takes place in one third of Tamriel depending on your race-locked faction, with an archaic and out-dated combat and interaction system, no housing options, no viable first-person combat, and very little resembling what makes TES special in lieu of tired, 10-year-old design paradigms like RvR and tab-targetting.

The only thing they have said will be instanced is dungeons. I fail to see how dungeons are a negative. In fact the statement they are trying to design them like "WoW's BRD" took me from could care less about this game to my #1 most anticipated game.

Morrowind, Oblivion, and Skyrim are all single player theme park games. Why would you expect the MMO to be any different?

Race-locked factions fit in the already pre-established lore from the 2nd era.

They are looking at adding first person combat, if you really want to just zoom in. You can play virtually any MMO currently out in first person. If you want to use left/right click as your attacks, rebind them. Limiting people to 2 attacks at a time would make for an extremely boring MMO. Using FPS style aiming in an MMO is HUGELY affected by latency, and would make the game unplayable by a large amount of people.

Housing isn't a useful feature. It takes a large amount of development time for virtually no gain. Even the people who are fully engrosed in the housing aspect spend very little time in the actual housing part of the game. HOUSING IS NOT A USEFUL OR NEEDED FEATURE IN MMOS. If you want to build a house, I suggest you go play the sims.

The combat system they have touted sounds absolutly amazing and I can't wait to use it. Being able to charge spells longer for a better version of the spell. Everyone having access to Sprint, Block, Power attacks, and Intrupting via stamina making it a third resource that you have to manage. It sounds like an extremely in depth system with a huge skill cap that I can't wait to use.

RvRvR was the epitome of PvP in MMOs and hasn't really be recreated since DAoC. GW2 tried it, but there is little to no insentive to doing WvWvW because things just reset. They have already basically admited to a ranking system wiht the top person being the "emporer of tamriel". I again can't wait. It sounds to me like they know their audience and are developing the game for them.

 

If you wan't skyrim with multiplayer I suggest you look at the Skyrim Online mod.

  Comaf

Hard Core Member

Joined: 7/13/10
Posts: 1129

I want an mmorpg where pvp matters, my enemies are not my race or class, and community matters.

10/12/12 4:21:55 PM#36
Originally posted by Sevenstar61
Beware of hype

I agree.  But hype comes with every new product.

 

However, this one also comes with three factions where the races and classes are different from one another - you can't find an mmorpg like that other than Dark Age of Camelot.

 

That alone, put this game ahead of the crowd of cut and paste clones where 5 races are the limited and everyone looks the same.

 

This is a gem in the making.

  Pumuckl71

Novice Member

Joined: 5/24/12
Posts: 127

10/12/12 4:28:55 PM#37
well whatever it will be , is it possible for once  ...just for once  (doesnt have to be with TESO )  to  keep the whining bitching and moaning at bay ..because im sick and tired of it , seriously.
  Entinerint

Advanced Member

Joined: 5/06/12
Posts: 714

10/12/12 4:56:04 PM#38
Originally posted by MercArcher
Originally posted by Entinerint
Originally posted by MercArcher
 

You want TES in a multiplayer game? Go play two worlds and two worlds 2.

 

Theres a reason people aren't doing that style of combat in a multiplayer game. It doesn't work very well.

I guess you've never played two worlds or two worlds 2.  They are not like TES.  They don't even have first person.

They are also not MMORPGs with thousands of concurrent players in the same world as you.

Also TW and TW2 does not take place in Tamriel so I could care less.

As for that combat style "working well," it only works well if the team creating it care enough to make it work well.  There are a ton of ways to improve upon and polish the already-working real-time combat seen in MMORPGs like Darkfall and Mortal Online.  If those tiny, unfunded teams, fueled only by passion can do it, then how is it "impossible" for a 250 person team with a 300 million dollar budget?

If you want to know what I want?  Here it is:

An open-world MMORPG that takes place in the entire continent of Tamriel, and plays as close to Skyrim as possible, with a few, barely-noticeable changes to cater to thousands of players being the the same world at once.

What I'm getting:

An instanced, phased and closed-off thempark MMORPG that takes place in one third of Tamriel depending on your race-locked faction, with an archaic and out-dated combat and interaction system, no housing options, no viable first-person combat, and very little resembling what makes TES special in lieu of tired, 10-year-old design paradigms like RvR and tab-targetting.

The only thing they have said will be instanced is dungeons. I fail to see how dungeons are a negative. In fact the statement they are trying to design them like "WoW's BRD" took me from could care less about this game to my #1 most anticipated game.

Morrowind, Oblivion, and Skyrim are all single player theme park games. Why would you expect the MMO to be any different?

Race-locked factions fit in the already pre-established lore from the 2nd era.

They are looking at adding first person combat, if you really want to just zoom in. You can play virtually any MMO currently out in first person. If you want to use left/right click as your attacks, rebind them. Limiting people to 2 attacks at a time would make for an extremely boring MMO. Using FPS style aiming in an MMO is HUGELY affected by latency, and would make the game unplayable by a large amount of people.

Housing isn't a useful feature. It takes a large amount of development time for virtually no gain. Even the people who are fully engrosed in the housing aspect spend very little time in the actual housing part of the game. HOUSING IS NOT A USEFUL OR NEEDED FEATURE IN MMOS. If you want to build a house, I suggest you go play the sims.

The combat system they have touted sounds absolutly amazing and I can't wait to use it. Being able to charge spells longer for a better version of the spell. Everyone having access to Sprint, Block, Power attacks, and Intrupting via stamina making it a third resource that you have to manage. It sounds like an extremely in depth system with a huge skill cap that I can't wait to use.

RvRvR was the epitome of PvP in MMOs and hasn't really be recreated since DAoC. GW2 tried it, but there is little to no insentive to doing WvWvW because things just reset. They have already basically admited to a ranking system wiht the top person being the "emporer of tamriel". I again can't wait. It sounds to me like they know their audience and are developing the game for them.

 

If you wan't skyrim with multiplayer I suggest you look at the Skyrim Online mod.

If Skyrim Online supported THOUSANDS OF PLAYERS in ALL OF TAMRIEL perhaps I would.

Seriously, you either work for Bethesda or you are an advertiser's wet dream since you seem to buy into any and all marketing hyperbole that is thrown your way.

Black-Rock?  That is your epitome of a dungeon?  It was fun, for WoW, but that's not saying much.  Then again WoW quite literally puts me to sleep when I play it.  I will play for ten minutes, start to get really tired, close the game to lie down and suddenly I'm awake again.

Arena, Daggerfall, Morrowind, Oblivion and Skyrim are all sandbox games.  Do you honestly believe that just because there are some stories you can get involed in that it isn't a sandbox?  Especially when there is no need to follow the story in order to progress in the game?  I know people who have played characters that have never done a single main quest or faction quest, just roam the land and explore, go where they want, when they want for any reason they want.  THAT, as was described earlier, IS sandbox.  The game only has a rigid form if you go out of your way to find one.  Hell, the main story is especially avoidable in Skyrim, and there is SO much else to do.

They are not looking at adding first-person combat (you are referring to the twitter post), they are looking at improving the first-person view.  They already said first-person combat was "not a priority" which is pretty ludicrous for claiming to be a TES game.

Aiming is not affected by latency if you build the game to support it.  Aside from Darkfall and Mortal disproving this: Hello?  Planetside 2?  If you're in Cali playing on a European server you might have some minute latency, but if your server is close then you are golden, no issues, unless you're on a 56k moden still, in which case, it's time to upgrade.

In Darkfall, you have to equip anything before using it.  I can literally access over 100 skills without moving my hands off of WASD, in-combat.  In Mortal, you have a hotbar, so you can switch things out.  There's nothing wrong with a hotbar, (there is a hotbar in TES games since Oblivion, also known as quick-slots or favorites) but auto-abilities are hand-holding are boring, waiting for that cooldown before doing anything else...yawn.

In aimed real-time combat, you can use your environment, which makes things quite a bit more intense and tactical.

Housing ISN'T useful, you're right, unless you want a persistent userbase with a lot more user retension.  Bad housing does nothing, well-implemented housing can save your game.  As for taking up valuable resources, they have 250 people with 300 million dollars.  If they can't find the time for housing they are horribly mismanaged and/or just plain lazy.

All that is absolutely amazing to you?  Sounds like Kingdoms of Amalur to me (horrifying game).  Also, Neverwinter is doing all that as well.  I played it at E3, was pretty fun.  But it was nowhere close to what it would be like with TES combat.

Maybe you prefer to have your hand held, but not me, I want combat to be intense, edge-of-my-seat action, whether PvP or PvE.  Darkfall is really the only MMOGs to have provided that (because it was inspired by TES).  Even then, it's far from perfect, because again, small team, no funding.  A lot of talent and passion, but very little resources.  I feel like ZOS is the exact opposite of this.

RvR is NOT the pinnacle of PvP.  It's just rarely seen, much like FFA PVP.  So if so many people say FFA PVP isn't good because so few people use it, what's that to say about RvR?  I got bored with RvR in DAOC very quickly, since it's so repetitive and undynamic.  FFA PVP on the other hand is completely unpredictable, thus dynamic and consistently exciting.  Pair that with siegeable cities and a robust crime+punishment system and you have a winning combination that no one has quite managed to figure out yet.

I honestly thought that with all the manpower and money, ZOS would be able to pull it off, but alas, I forgot you also need talent and passion as well, and they seem to lack that completely.

  DaezAster

Novice Member

Joined: 6/18/12
Posts: 789

10/12/12 5:03:21 PM#39
We really need to get out of this religious savior that will never come mind set and just consider games good or bad games. 
  Entinerint

Advanced Member

Joined: 5/06/12
Posts: 714

10/12/12 5:04:58 PM#40
Originally posted by DaezAster
We really need to get out of this religious savior that will never come mind set and just consider games good or bad games. 

Agreed.

In its current form, ESO = bad.

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