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All Posts by Caliburn101

All Posts by Caliburn101

32 Pages 1 2 3 4 5 6 7 » Last
635 posts found

I would say their marketting campaign is reasonably clever.

If they release too little detail, some people will complain.

If they release a lot of 'crunch' information, sites everywhere will analyse it to death and post their opinions of the success or failure of the game with great 'look at the facts' flourishes.

If allowed to pre-analyse the game, those fence-sitters who otherwise would have done so after buying the 'box' will not do so.

Better for the Zenimax bean counters by far to have people buy, then find out, than the opposite resulting in fewer sales.

There will always be detractors of a game's style of play, advancement etc. This way, they don't guarantee they won't try it, and thus make more sales.

Fairly sensible when you think about it...

I have wondered about this myself - I am hoping my Dark Elf Sorcerer will be a stealthy nuker/controller, but not sure how viable this will be.

We shall see...

I love AoC for the detail and design of the armours.

That said, I never enjoyed mass PvP in AoC - it was uniformely rubbish and required that you turn graphics down to Zelda levels of detail to experience anything other than 3 fps.

I think the compromise Zenimax has made is good enough for me to immerse myself in the look whilst not crashing as I run into 50+ players in a mass skirmish.

Of course, they have to acheive that... but I don't mind the compromises necessary to do so.

We are a decade from networking, graphics processors and servers capable of running AoC levels of detail with hundreds of players on the screen at the same time.


I think the progression model is on the face of it quite robust.

The potential for various skill trees from class, race, NPC guild and questlines; multiple unlocked skill setups (further varied by in-skill specialisation options) and multiple gear stat boost setups means working towards a character theme and furnishing that theme with the desired abilities and optimisations will take, potentially, a great deal of time to achieve.

When this apparent fact is placed alongside the multiple paths with which one can achieve them - solo and group quest and exploration based world, open and closed dungeon PVE, adventure zone 'raid-size' PVE, and of course the central PVP, not to mention crafting et al, the variations on how you get there are not merely additive, they multiply.

This is a good thing - one of the greatest complaints about '3 month' games is that they allow speedy advancement to 'end-game' and top skill and gear levels are acheivable too quickly. The locusts always find the line of least resistance and spam it until they get bored.

I think Zenimax have been fully cognisant of this and have claimed to have built a game which has a non-linear, networked advancement model, hopefully sidestepping this problem entirely.

Of course, their claims that they have such a model could end up being smoke and mirrors. But if it isn't, I can actually see the kinds of players who love playing alts actually sticking with one character for much longer, building alternative skill and gear setups on one toon - 'alting' one character if you will - because as presented to us thusfar, this is the first time it has been meaningfully possible.

If this is indeed the case, I will be mightily impressed, and my personal habit of sticking with one character will be far more interesting and engaging for far, far longer than even a locust could complain about.

Whilst with some time on my hands one week I came up with a way of having non-linear play with a linear character development system.

Have each zone with sub-areas - where the safest and most settled/civilised contain low level challenges - with settlements, access roads and farmland or local woods etc etc containing this level of challenge. Then have areas around those as 'mid level challenges' - wilder woods, wasteland, outlaw hills - etc etc. Then beyond those - high level challenges - ravines, badlands, swamps, magically scarred land et al. Inside these as discrete features - ruins, ravines, dungeons etc. you can place open or closed gated challenges at any level - including the highest epic ones.

Each zone will be more or less settled - meaning more or less sub-areas of low level and a faster ransition to higher - but the zones aren't off limits to anyone at any level. here is just more or less of a 'don't wander off the road stranger...' element to each.

The subzones are effectively invisible data layers - you don't need to instance them - just have an indicator for the character - maybe a faster heartbeat or a fearful look as they cross the invisible line. A subtle warning that you are getting out of your depth - but still your choice.

Hell, the terrain might not change at all - but the fact you don't yet know you are approaching a hidden troll's lair (except you haven't seen a farmer in a while, there is slightly different wildlife and your virtual heart is pounding) is the point.

Advance the idea a little more and you can have these threat level data layers change over time in a sandbox fashion.

For instance - a guild builds a fortress - the area around it is patrolled by NPC guards and threat level drops off. A raid beat a boss in a ravine - until respawn the ravine is now only mid level threat, not epic. A nest of giant insects erupts out of the ground near peaceful low threat farmland - the area becomes high level threat until the queen insect is defeated.

The whole debate that levelled MUST equal linear and non-sandbox is wrong in my opinion - it just takes imagination and some alternate thinking to build and MMO which sideteps this problem and evolves the genre.

There are no ridiculous manga midgets with guns in TESO.

Therefore it is already far better in terms of genre form than GW2.

GW2 has many good elements, but flavour isn't one of them IMO.

There is no inherent problem with PvP in the TES universe.

There is no obvious problem from what I can see with the PvE as it currently stands.

The two are separated and will remain so in all likelihood.

As long as both elements are fun, engaging and lasting, and one is not required to progress in the other, then all is fine.

Zenimax do have to get this right though...

Yes - I should have been clearer - I mean in endgame.

In AoC, until one particular spell was 'fixed', the necro was a killer. But for 3.5 years or more it's been the pits against equally well-geared and AA skill-advanced players. One example I had yesterday was a 15K health tank class taking 143 damage from a critical of my best nuke spell - one requiring a 2.5 second self-root dot be applied first.

Funcom don't seem to know what to do about their PvP game-balance - and the necro least of all.

Warlocks in WoW were usually OP - not a necromancer as such - but a good example of the non-multi-pet playstyle (if toned down a tad) of a necro.

Nice to hear the Rifts necro isn't a pushover - a shame I don't like the rest of the game :).

I already knew about GW1 necros -but it's old hat now and very instanced.

The GW2 necro is fine for mass PvP - ground targetted ticks are great in all the confusion, but bad against single targets who can rapidly dodge/reposition in one move...

... plus the pets look like Gieger rejects - not undead.

Ah well - let's hope one day someone gets it right in a good solid game.

Hell - let's hope anyone, anywhere gets pet AI and gamebalance right in ANY game!

Just wondering - they are a steaming pile of shit in Age of Conan - everyone's favourite farm target - melting in the time it takes to do a single CC - even in best gear.

In GW2 they are sub-par, hardly ever featuring in team play minis regardless of player skill or gear. Still a hundred times better than in AoC though...

I haven't played them anywhere else - I would be interested to know if devs always get them wrong in terms of their PvP competitiveness, or if there is an exception I haven't played yet?

Firstly - IF this rumour has any truth to it, there should be a quest to achieve it (I voted 1) and their consequences should be pretty heavy and pretty permanent, with maybe one opportunity to make amends and go back to your original faction if you feel the 'grass isn't greener on the other side'.

Secondly - race lock (as much as I personally think it is a second-rate MMO plot device) needs to be replaced with another recognition system in Cyrodil. I would suggest tabard additions or whatever so faction is clearly shown. I certainly want to see less coloured headbanner stuff and more IC visual in this regard.

Thirdly - as race lock is a seemingly inextricable theme at this point, faction shifting of this kind needs to be level restricted with a LONG cooldown. I would suggest around 3 months.

Let's have some ROLEPLAY CONSEQUENCES for fundamental character choices of this kind. You would be (as things currently stand) a TURNCOAT/BETRAYER/TRAITOR - call it what you will - and coming back into the fold should be a steep climb with much eating crow before you achieve it.

Phasing is the elephant in the room.

It will either work surprisingly well and be a boon to the game, or a horrible mess.

It is difficult to see how it could sit in some middle ground.

However, if it does work - immersion in questing of all kinds could greatly benefit.

Originally posted by ShakyMo

Most people aren't just pvpers or just pveers I agree. Heck that's me too.


I have witnessed in a lot of betas what I would call the "pvextremist" brigade that hate ALL pvp, even pvp they don't have to participate in. Despite being a minority these guys do jump up and down and make a lot noise during betas and unfortunately in some of them, the squekiest wheel for oiled. This happened during tsw closed beta, they whined like hell about playing all 3 sides and being able to do that on the same server. The result, come launch the pvp turned into a bagoshite, it was populated by cross faction "guilds" that just traded facilities with each other to power level their characters and "earn" a starter set for the hardcore dungeons. Real pvpers got shouted at on chat for the "crime" of actually trying to pvp in the designated pvp content as it messed up their pve token farming.

Of course there Is also their polar opposite, the "I want to gank level 1 noobs for the lolz" crew. But thankfully mmo devs don't listen to them.

The first group though, they have their tactics sorted, they know the ways to break pvp and eventually drive away all the pvpers a couple if months after launch with some very clever passive aggressive techniques and using emotive words like "freedom" and "locks".

You betcha ass these guys want to break pvp in TESO, so the devs can concentrate on pumping out endgame gear treadmill content.

Well, as I freely admit - I was a loud and direct proponent of the freedom to explore. I never however advocated significant change in the PvP setup, and to my great surprise, Zenimax came up with the system to allow me to see the whole world on one toon which kept the Cyrodil conflict center stage.

I have to say I have no sympathy with those wishing to sabotage the 'enemy' camp with the kind of crapola you mention. It not only leads on occasion to questionable decisions by developers, but it poisons the debate per se. Once the loud and myopic brigade start shouting, those defending the status quo feel they have to respond in kind.

Those of us trying to keep the debate confined to the core issues get tarred and feathered as it is 'assumed' because we might be on one side of the debate or the other, we are 'the same' as the flaming trolls and haters etc...

... the number of times I got called a 'hater' for wanting one change to the game which didn't require anyone else's fun was interfered with. Ridiculous!

It gets tiring having to challenge such poorly thought out accusations time and time again, and drives useful and constructive people off the forums leaving the devs with nothing to listen to the howling monkeys and not the silent majority.


There is no inherent reason an endgame treadmill has to be a deathknell to mass PvP. Just ensure the raiding:crafting:PvP gear progression ratio stays in parity and everyone can have what they want. It is lazy and unimaginative thinking by devs of games who get this wrong, and I hope that Zenimax have the common sense to see it and act accordingly.

Whilst they made some very odd decisions initially, they do show clear signs of being able to adapt intelligently without throwing the baby out with the bath-water.

I would very much like to see this game succeed - so I can finally enjoy a damn game without serious compromises.

Fingers crossed eh!?


Originally posted by ShakyMo
Don't look to TESO to give you a pvp experience as good as daoc.

1 this megaserver thing means no server communities
2 yeah you have campaigns within the mega server, but did you know you can both guest in a "friends" campaign (e.g. join one where you are winning) and can also transfer to another campaign for a loss of alliance ranks (which isn't the same thing as being forced to reroll)
3 with pve you go in any shard on the mega server you like, pve isn't tied to a campaign at all, there's no link between pve and pvp, no need for pveers to thank pvpers for securing relics.
4 there's no alternative ruleset ffa and coop servers, because there's no servers.
5 its entering open beta, every mmo I've beta'd in the last 5 years has had epic whine from the pve crowd, specifically the "used to like wow, but it gives away welfare epics" now crowd. They've already given in to this lot, expect them to give in even more on stuff like raiding giving the best gear, wooly super light faction locks etc.. latter happened with tsw about 2 months before release completely breaking pvp for instance.

I know you are a big PvP fan and have issues with the PvE crowd.

As someone who likes both equally, and who argued long and hard for freedom to explore - I'd like to address the points you raise.

1 - The megaserver does seem to be a drag on the possibility of communities forming. However, we really don't know enough about how it will work to know how much.

2 - I think it is entirely clear that any method of 'jumping ship' will be widely used. I agree with you here - it is a mistake unless the loss of Alliance Ranks is TOTAL.

3 - I don't think it is inevitable that PvP and PvE will not affect each other, but I see your point - it will be much more difficult to implement in a satisfactory way.

4 - Alternate rulesets are not important if the game works. I don't agree that this is an issue.

5 - Call me old fashioned - I find use of the word 'whine' as far too dismissive. That said - on this last point, the opinions and requirements of the PvE crowd are not damaging or game-breaking as you seem to think. They can sit quite comfortably next to the needs to the PvP crowd - and besides, polarising the debate this way is a gross oversimplification. People are not usual JUST PvP'rs OR PvE'rs - they are mostly a mixture of both. Personally I have not the slightest problem with Crafters or PvP'rs getting epics every bit as good as the Raiders/PvE'rs. All Zenimax need to do is ensure the levels of effort required for each is roughly equal (time and difficulty-wise).

In fact I would like to see epics from different methods being fully mix-and-match so the many people who enjoy more than a single aspect of the game don't feel they need to focus entirely on one mode of gameplay to get them.

Originally posted by EL_Sirios
[mod edit]

As a keen PvP'er AND PvE'er, I always find this argument to be full of hot air.

The fact is - the vast majority of mass PvP is zerging, and not nearly as interesting as a difficult boss-fight (pre-farm...).

Smaller PvP skirmishes can be great fun and much more challenging in general, but to say that a preference for PvE makes someone a 'sissy' is farcical, bias nonesense.

With a sensible level of randomisation and a decent player to player trading system this will be fine.

You will have the choice to grind for your best fit set (but not for too long), or to grind for the money to buy it from the auction house (or whatever).

If they overcook it though (at either end), it will not be good for the game...

Originally posted by asrlohz
Originally posted by hMJem

I might break your guys' hearts with this one, but I'll say 50% of the day 1 ESO buyers dont care about the Elder Scrolls story or havent played an Elder Scrolls game before, but are just looking for a new MMO to try or be attached to. And wont care about the story in ESO



Probably more than 50%, lad. But it is irrelevant to this discussion.

Not to mention entirely unprovable...

All the debate about 'how much inaccuracy in the lore' is acceptable or not misses a central point in my opinion.

Zenimax deciding having a guy with the title 'Loremaster' who goes on about ES lore?

That's a pretty basic marketing mistake if you have decided to play fast and loose with the very lore you are now emphasising - it does not do anything (good or bad) for the 'MMO or bust fans', and just irritates the significant numbers of lore-lovers everyone and his dog knows the IP has historically generated.

This is just the latest in a line of avoidable blunders really...

I thought the emphasis a little odd at first.

Generally attractive environments next to rather bland character models?

I'm used to it being the other way round where there is a lack of style somewhere...

However, when I considered (as from a previous point raised) that it is nowhere near as beautiful as Age of Conan - then paused to consider that mass PvP in AoC is still very numbers limited and requires low graphics settings and crashes all too often...

... with the emphasis on massive PvP Cyrodil gameplay, it became clear to me why 'plastic-fantastic' looking toons make logical design sense.

Originally posted by Akerbeltz

We are gonna dramatically alter a well-loved and deeply rooted lore and cosmogony as the "average common people that play just for fun" (registered trademark) don't really care about such nerdy things .

We are gonna change and castrate the mechanics and ethos of the Role Playing Genre to adapt it to a more arcade-ish format so the attention span of the "average common people that play just for fun" (registered trademark) can bear it.

We are gonna forget about the virtual world concept and make it more of a linear, story driven experience as we don't want the "average common people that play just for fun" (registered trademark)  to get lost a/o take decissions.

We are gonna make the game easy and guarantee that the "average common people that play just for fun" (registered trademark) can beat all the content as he or she has paid the same money as everybody else and we don't want he or she to become frustrated

We are gonna change the arts and aesthetics to make them more pretty so the "average common people that play just for fun" (registered trademark) can have pretty characters.

Etc, etc, etc.

The video game industry - due to a very obvious commercial interest -  is fighting a particular crusade to cater all its products to the "average common people that play just for fun" (registered trademark) who, to put it in a somewhat cartoonish way, is nothing more than a guy or a gal that watches the Karsadians, eats McDonalds, dreams with becoming famous, suffers from mild anxiety, cannot concentrate while reading and the so. In other words: A functional illiterate with a slight ADHD and delusions of grandeur.

The logical result are bland and dull products that lack all thrill, longevity and immersion. In other words: They lack Quality.

But as a famous author put it: Nobody went bankrupt for underestimating the intelligence of the Americans (nowadays this can be applied to all the West).

Have a nice day

That you would think such things of humanity generally is sad...

... that there are a sufficient number of human beings of the profile you describe to even partially prove your point is far more so...

Originally posted by sapphen
Originally posted by Iselin

You can have an opinion but it's worth about this much (picture my thumb and forefinger touching each other.)

Of course it's nothing but a grain of sand, why would you think it any greater?

It was an opinion which gave people in certain countries the right to have an opinion in the first place.

Was this idea also worth so little?

As the only construct in the universe (as yet encountered) so complex it can make active decisions, one should never consider a brain, or what it produces as always insignificant.

You are of course free to consider your own opinions as that small, but projecting that onto all others is bound, eventually, to be wrong.

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