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11/20/12 1:12:19 AM#21
It attracts those players for a reason, its mostly the same crowd and a vocal one that screams that. Strange thing is that Eve do not have this, their playerbase is among the strongest of any mmo ever build. Sandbox games are create a better bond between guilds / players then themepark games i think. This mmo will have sandbox elements as far as i know, it may be diffrent ;)
http://speedtest.net/result/2112016336.png |
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11/20/12 5:51:37 AM#22
About floating quest markers; they won't need to add that. They just do what they always do, grabbing hold of the camera and shoving it into the NPC face :P
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TheBigDRC
Advanced Member
Joined: 7/17/12
I popped too many blood vessels to give a damn anymore. |
11/20/12 6:14:41 AM#23
Originally posted by coldcorpse Forget the forks. All your sweet rolls are belong to me. You know what's fun about chaos? I do, but I won't tell. |
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11/20/12 6:35:33 AM#24
WoW meets Daoc/Everquest with Darkfall controls. You can simply start yet to Google links for Aimbots and Cheats to know the Sites you have to go for after TESO is released... If they be lucky they go the SWTOR way of MMOs.
I should be excited bcs Skyrim and Elder Scrolls is the last great RPG series and so should TESO be great as well but i feel its only the Menetekel of the RPG-MMO-Genre. "Torquemada... do not implore him for compassion.Torquemada... do not beg him for forgiveness.Torquemada... do not ask him for mercy.Let's face it,you can't Torquemada anything!" Mechwarrior Online - A Thinking Person's Shoter |
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11/20/12 6:53:09 AM#25
I don't get the everquest and darkfall comparisons. The combat is like oblivion / skyrim but with a hotbar (which I prefer to the q menu), rather than darkfall. Why EQ? The open dungeons? They are in daoc too, but daoc did them better, no spawn camp / mob stealing.
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11/20/12 3:02:38 PM#26
A seamless world I think is one of the most important things. And since they have only one continent, there really is no excuse not to have it. It would be rather hilarious if the MMO version of The Elder Scrolls turned out to be less open than the single player games.
- vigilo confido - |
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11/20/12 3:10:58 PM#27
I am wondering if Besthesda will pull off another SWTOR with this full voiced MMO. Need a beta key.
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11/20/12 4:13:50 PM#28
Originally posted by Axxar One continent that each toon can only access 1/3 of. And another game where the players can not influence or affect the game world, aside from their own personal instanced reality. Those are much bigger concerns to me. Who cares if the parts of the game world are zoned/instanced when the entire "reality" of that game world is instanced solely to each player....
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11/20/12 4:15:40 PM#29
Originally posted by Jakdstripper I know its not tab target as many reviews/reviewers have stated as so. But your right if I see the damn icon over an NPC name/head I am going to pull my damn hair out and rampage all over Zenimax "In the immediate future, we have this one, and then we’ve got another one that is actually going to be – so we’re going to have, what we want to do, is in January, what we’re targeting to do, this may or may not happen, so you can’t hold me to it. But what we’re targeting to do, is have a fun anniversary to the Ilum shenanigans that happened. An alien race might invade, and they might crash into Ilum and there might be some new activities that happen on the planet." ~Gabe Amatangelo |
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11/24/12 11:37:58 AM#30
"PDs are very different from raids or regular instanced dungeons, because anyone can enter them and begin battling monsters or doing quests without a preset group and they're not private to that group."
I would like to see groups of characters that, as they stay together over time, gain bonuses for themselves and grant them for others in their group, begin to grow. Give me an impetus to NOT explore on my own. Don't make the game REQUIRE me to group up with others, or I can't access some of the content, period. That's ridiculous, and I loathe the idea. It's like what I'm reading in RaiderZ, "Hunt together or die alone", I'm being FORCED, from the outset of the game, to group or die, and that's silly.
Finally, as groups move up in their achievements and bonuses, make it so they also move up the ability to go into a dungeon as a group, without another group, or a lot of other folks, getting in on their action. These are my friends, or the group I've chosen to play with because we make a really good team, I have grouped with them for a reason, and I don't want Zippy the Necromancer ruining not only the immersion quality of the game, but tripping up our group dynamics and ruining, for me and my friends, the quest on the whole because some 12-year-old with too much time on their hands is moving around killing everything in sight, because they can.
Oh, and as for PvP, I don't believe in zoning this out, because there are going to be zones left unexplored, and I am an explorer that absolutely hates PvP. So, here's what I propose as an alternate...
1) Make your PvP zones, where it is most likely to take place, which is central, but...
2) Instead of flagging everyone that enters the zone automatically, have each character calculated by faction, player choice as to how much PvP they're willing to engage in, or not, and level range (character's A and B need to be within so many levels of one another for PvP to even have a chance to activate).
3) Now, compare their scores to others in the PvP zone and, if those three factors match up, then PvP flags for each of them and an aura flashes around each character to let the other know they can go to town.
I despise PvP, but I understand the necessity for players in games. However, that doesn't mean that those who despise PvP should be left out of certain zones because if they go into those zones they will be flagged automatically. So, give players a scale of 1 to 10 to set their PvP desires on during character creation, and give them the choice for each character they make, and you already have the levels and factions, so further calculations shouldn't take all that much to complete, I would think. |
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11/24/12 11:42:19 AM#31
Originally posted by BadSpock I dont know how they would pull that off. I agree with you but I don't see that happening. I'm sure they want people to group up in the world so naturally they will try to funnel players together at certain points in the zone. They would need to strike a balance. It needs to be open enough so the TES fans are happy yet keep people together so the MMO players dont write off TESO as a game thats dead with no one around. Playing: GW2 |
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11/24/12 12:14:55 PM#32
Originally posted by zomard100 FEEXT! Tried: EQ2 - AC - EU - HZ - TR - MxO - TTO - WURM - SL - VG:SoH - PotBS - PS - AoC - WAR - DDO - SWTOR |
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11/24/12 12:55:52 PM#33
Tithenon
If you despise pvp TESO won't be for you. The 2 lead developers are from daoc and uo, they are not going to make a raiders first, pvpers ghettoed off into pointless instances game like wow. Just won't happen. They know pvpers need meaningfull endgame content, so they won't go changing the cyrodil endgame to keep a bunch of whiney pve extremists happy. |
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11/25/12 11:01:29 AM#34
Originally posted by ShakyMo Everyone knows TES fans only care about pvp. I mean when I play skyrim all i do all day is gank newbs. Why bother with crappy explorations, epic quests and dungeons? What TES player messes with that stuff?
Keep to the source material Bethesda! PVP ALL DAY EVERYDAY JUST LIKE WE DID IN MORROWIND, OBLIVION & SKYRIM...
-_- Playing: GW2 |
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