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Actions will use stamina (or mana) - that will be the constraint, not cooldowns. Use up your stamina and you will be very vulnerable to enemies. I think they said there wont be autoattacks. And the other poster was correct, balance the game for PvP and then for PvE you can balance the mobs. Very hard to balance for PvP as an afterthought, especially since PvP plays such an important role in the endgame.. |
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Originally posted by k11keeper You must not have looked at the Ferre female. Seems like asian games always have a child-looking female like that. Kinda creey to think of a guy playing that avatar... |
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I heard about Archeage and visited the website. I think there are some good ideas but personally I wonder if they can pull it off. Also, stuff like the anime-looking race and gliders (??!!) make it seem silly. I played Lineage 2 and just am not sold on Asian games, I dont think they translate well for many players of western MMORPGs. I can see why people are excited about the sandbox nature and open world PvP and such, I just think the implementation will be a big letdown versus the idea.
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Official post - when questing in other faction's zones won't even be able to see other faction's players.
General Discussion « Elder Scrolls Online 5/03/13 11:03:51 AM
Originally posted by tixylix and for every person like you there are probably half a dozen for whom open world PvP would be a no sale. The developers need to pick an approach, stick with it, and do it well. No approach will please everybody. Every approach will turn off some players and appeal to others. If they do a PvE game with endgame raids, people will say its a WoW clone. If they do RvR people will say its a DAoC clone. If they focus on open world exploration without an immediate endgame for hardcore players, people will say its a themepark. People are going to criticize them no matter what they do simply because we all want something different than the next guy. Personally I think they've picked a pretty good approach that should fill a good sized niche in the mmorpg market. It will be nice to have a game where they try to instill some pride in your realm/alliance in an ongoing campaign rather than have PvP be just queued battlegrounds and such. But it sounds like there will be plenty of PvE also. Should be a nice mix with a reasonably wide appeal. |
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Official post - when questing in other faction's zones won't even be able to see other faction's players.
General Discussion « Elder Scrolls Online 5/02/13 12:52:00 PM
Originally posted by Miblet I totally agree. And by the way, I dont agree with the assumption from the other poster that SWTOR was a bad game. My son and I have been playing it for the last couple months and having a lot of fun. Its a good, fun, game and the graphics are nice. That being said, I agree there isnt much of an endgame (we just hit level 55) and so for hardcore players who raced through the content, naturally they wouldnt like the game as much and would be frustrated. But the lack of an endgame doesnt mean the levelling part of the game isnt good. Its a themepark MMORPG which isnt everyone's cup of tea. But my boy is a star wars fan, doesnt care about raids and such, and he has had a great time levelling up. That being said, it wouldnt surprise me if we move on in a couple months, but still they will have gotten 5 months of subs from two people plus 2 purchases of the expansion, which isnt bad. |
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Official post - when questing in other faction's zones won't even be able to see other faction's players.
General Discussion « Elder Scrolls Online 5/02/13 12:43:31 PM
Originally posted by jacktors You have to be kidding me. In no way shape or form are the MMORPG.com forums 'representative' of gamers. Most gamers dont bother to come to a forum and argue about games that havent even come out yet. Most players dont post in forums of games they DO play. If they do go to forums, its to look something up, not argue. Its just not worth their (limited) time, so they dont do it. By their very nature the forums tend to gather the harder core players, and MMORPG is the epitomy of that. There are literally millions of people who play MMORPGs, but most of them have not played nearly as much in terms of hours and number of games as the people who tend to post here. I remember in DAoC when people would argue on the forums, and try to act like a few hundred people commenting on the forums somehow accurately represented the tens of thousands who were playing the game. Ludicrous. |
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Official post - when questing in other faction's zones won't even be able to see other faction's players.
General Discussion « Elder Scrolls Online 5/02/13 12:32:46 PM
Originally posted by Yamota Sorry, but you are completely wrong. You mention SWG, there is no way there was enough 'exporation' content. Sure the planets were big but it was just the same mobs spread all over the planet. I love exploring, and I remember my disappointment going into dangerous areas solo and just finding more of the same mile after mile. Few landmarks of interest, just the same mobs, forever. As far as EQ1, that largely developed into a raid endgame which is not the same as 'open world exploration'. Also, those games had much slower levelling than today's games, there were many time-sinks built into the game to slow down players from levelling too fast. By streamlining these things, WoW significantly increased the rate at which players level, for better or worse. In DAoC at release it took even the hardest core player several months to reach level 50, and when WoW came out players were doing that in weeks; casual players could take 6-12 months to hit level 50 in DAoC. DAoC slowed down crafting simply by having a timebar so it took minutes to do a single crafting action. Thats just a time sink, forcing players to slow down. Likewise with long slow horse routes and such, versus teleporting right to a spot like many games do it today. Or what about being forced to go back to your corpse, just another way to slow down players. The point is, if you just want to go out and explore new areas, and if you play say a couple hours a day, there is no way there can be enough exploration material for you to play for years. No way. If you are a hardcore player and play 4+ hours a day, you will go through the material in weeks. Like I pointed out, they were able to create a hundred hours of content in Skyrim because the mobs levelled to some extent as you did, so most places you went to were level appropriate. A MMORPG cant even do that because they have to have level-specific content for all players, which means they need to create MUCH more material overall. Its been shown over and over that hardcore players will rip through content at a rapid place to get to the 'endgame'. More casual players will take longer, but they will run out of exploration content too. Thats why MMORPGs need endgames, because sooner or later most players will hit max level. The question for ESO isnt 'do we have an endgame?', rather, its 'what type of an endgame will do provide?'. Open world exploration with many months of new material just isnt feasible. And this has nothing to do with 'sandbox' or 'themepark', which is an entirely different argument, it just has to do with the inherent economic limit on material they can include. |
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Official post - when questing in other faction's zones won't even be able to see other faction's players.
General Discussion « Elder Scrolls Online 5/01/13 4:52:07 PM
Originally posted by AlBQuirky and I want a new Ferrari for $40,000. A lot of good that does me. As I pointed out, TES players like open world exploration but its the one thing that ESO the MMORPG cant possibly give them, because its impossible to create enough material in a MMORPG as fast as people go through it. TES needs to be translated into a MMORPG and that means making major changes; they cant just create a Skyrim where the content never ends (and hell even in Skyrim it seems there is much more content than there is because to a large extent the mobs level up as you do, unlike a MMORPG where the mobs are different levels and there needs to be content for every level). My point was that there isnt one thing or set of things that TES players want from a MMORPG. If people on this forum cant agree how to translate TES into ESO the MMORPG, why in the world would you think there is some agreement among the much larger group of TES players? |
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Official post - when questing in other faction's zones won't even be able to see other faction's players.
General Discussion « Elder Scrolls Online 4/30/13 1:05:07 PM
Originally posted by AlBQuirky Please tell me what 'the TES fanbase' wants. How exactly do you know that 'they' are so upset? When did 'they' make you their appointed spokesperson? Jeesh. If we sat down 10 TES players in a room, we would probably get 10 different opinions about what they want from ESO. Dont act like there is this unanimous mindset, because its not remotely true. In fact, the only thing we know for sure about the TES fanbase is that they like playing the TES RPGs... and the problem is that a MMORPG is going to be different than an RPG designed for a hundred or two hours of single player gaming. No matter what the developers of ESO do, they are going to have to alienate some of the TES fans simply because its impossible to design Skyrim online and still have lots of players in 6 months. |
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Official post - when questing in other faction's zones won't even be able to see other faction's players.
General Discussion « Elder Scrolls Online 4/30/13 12:05:07 PM
Originally posted by Maelwydd Of course there are other ways. The developers obviously considered those. But there is only one way that will end up happening, and thats the path that the developers chose. I dont understand all of the discussion about what certain people would have preferred. Its a moot point. They are choosing an approach, and either you can buy that game and play it, or not buy it. And if you're not going to buy it and play it, whats the point of talking about other approaches that could have happened? And just because a few people on a forum would have preferred a different approach, that doesnt mean they speak for the majority, or for ES fans, or for MMORPG fans, or anyone else. There are plenty of games with plenty of rulesets out there for people to choose from. |
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Official post - when questing in other faction's zones won't even be able to see other faction's players.
General Discussion « Elder Scrolls Online 4/30/13 12:00:25 PM
Originally posted by ShakyMo If this would gain them enough additional players and revenues to justify the added costs, then I expect they will add them. But its not at all evident that would be the case. The DAoC coop server and PvP servers were a pretty small fraction of the player base, especially the PvP servers which started out with lots of players but rapidly lost most of them. IMO most of the people on those servers in DAoC were already DAoC players anyway, with ongoing subs and characters on other servers. I wonder if they really created additional profit or just cannibalized the other servers. Personally I think its best if the developers decide to take one approach, and put all their effort into making that a success. If they develop a fun game, people will play it, period. And if they dont, the additional rulesets wont save them. Besides, they could always add those down the road if there was enough demand. But not at the expense of resources devoted to the core game. |
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Official post - when questing in other faction's zones won't even be able to see other faction's players.
General Discussion « Elder Scrolls Online 4/30/13 11:53:58 AM
Originally posted by jmcdermottuk Thats true of any RvR game, where races are part of a realm. And frankly it makes a lot more sense than letting races split up and join any alliance they want. Because in the ES lore I have seen, each race tends to be all on one side and sticks together. So if you did it your way, it would be even less consistent with ES lore, because then race would have no bearing on alliance whatsoever. |
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10 people are kicking the guy, guess I should too
General Discussion « Elder Scrolls Online 4/23/13 8:59:41 AM
Originally posted by NeVeRLiFt This post doesnt make sense. In particular, how you dismiss RvR. First you say its a themepark, then you admit it has 'elements' of RvR (it doesnt have 'elements', it has RvR, period), then you say there's nothing left to do except run dungeons???? Thats the whole point of the RvR: they are NOT going the WoW route of instanced raids and gear, they are going the DAoC route which is very different. Personally I think thats a wise choice because while it may alienate some players who dont like any type of PvP, I agree that copying WoW's endgame is a mistake because WoW does that very well and other games have tried and failed to out-WoW WoW. And yes, while WoW has done this and run it into the ground, they also have millions of subscribers who have been paying every month for years to keep doing that. So going after a different niche in the market makes good sense IMO. And I am totally confused why you say there is no crafting or social elements??? I swear, its like you took all these criticisms of MMORPGs and threw them at ESO regardless of if they apply or not. |
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10 people are kicking the guy, guess I should too
General Discussion « Elder Scrolls Online 4/21/13 8:16:53 PM
Originally posted by Sovrath But there will never be enough 'wonder off and do stuff in a MMORPG' material, they simply cant create it fast enough. ESPECIALLY when you factor in levelling, and they cant do what they did in the elder scrolls where they automatically had all the material level along with you, so that every nook and cranny could be level-appropriate. That cant work well in a MMORPG obviously so it makes the job that much harder. And you play Skyrim for what, a month or two? And then run out of stuff to do. Which obviously doesnt keep people subscribing to a MMORPG. The bottom line is that its impossible to create Skyrim online and make money off of it, without adding some sort of a MMORPG endgame. SWTOR was a pretty good game without an endgame and look what happened there. No sensible investor is going to repeat that. |
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10 people are kicking the guy, guess I should too
General Discussion « Elder Scrolls Online 4/21/13 8:07:03 PM
Originally posted by jmcdermottuk Basically you are saying PvE only. OK. So what's your endgame? Because they cant possibly create enough material for a Skyrim-online game with exploration and levelling month after month for years. So are you suggesting a raid-based endgame like WoW? Because I am not sure its a good business model to try to out-WoW WoW. Game after game has tried that and failed. For whatever reason, WoW seems very successful at keeping the raid crowd subscribing. I think ESO read the writing on the wall and tried to have a different endgame, a RvR endgame that has not been done well since the heyday of DAoC., and provide that to the market as a different option to the raid endgame or PvP in battlegrounds of WoW. Obviously you would have designed a different game than they are doing. Fair enough. But for half a decade or more games have been trying to offer what WoW does and steal much of their huge market share, and they have mostly failed. Like it or not, thats the way it is. These guys are putting down tens of millions of dollars, and I dont blame them for taking the approach they did. If you want a PvE based endgame, obviously this isnt the game for you, just the way WoW and some others arent the game for me. And BTW, I dont think ESO has narrow class definitions, in fact they have the most flexible system I have seen. DAoC has extremely narrow class definitions, which is just one of the many ways these games will differ. As far as seeing the lands in other realms, it looks like they will allow that in post-50 play, and of course you are welcome to re-roll in the other realm. I'm really not sure what else can be said. The bottom line is that a game needs to take an approach and try to do it well, and not be all things to all people because then they end up doing lots of things but none of them especially well. But it is what it is, and if you dont like it, well there are lots of MMORPGs with PvE endgames and there is always the next ES RPG.
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10 people are kicking the guy, guess I should too
General Discussion « Elder Scrolls Online 4/21/13 11:13:12 AM
Originally posted by jmcdermottuk First of all, having three separate realms with endgame RvR is not DAoC. It is similar to DAoC in that way but there are huge differences. For example, entirely different classes in different realms. And narrow class definitions with very specific class skills/trees. Many skills usable on hotbars. Second, its beyond me how you have 3 realm RvR without 3 realms???? If you dont separate the realms, the RvR loses all meaning. Its basically just freestyle PvP. Now maybe you like that - some folks do - but its very different from RvR. It forms a realm cohesion that would be largely absent in a freestyle PvP game. Balance would also be far harder to achieve if anyone could ally with anyone. Basically then you are just asking for the PvP severs on DAoC which didnt take long to degenerate into a few large guilds looking for newbs to kill. I just dont think thats a business viable model for a AAA MMORPG. Anyway, I understand you dont like race/alliance restrictions. Fair enough. But you fail to outline another RvR model that would be viable with wide appeal. The alternative models would just alienate other players for different reasons. I am sure they didnt make this decision easily or lightly; they made it because it seemed like the best choice all things considered. I think their main goal is making the endgame fun and balanced, and frankly I think they made the right choice. You feel otherwise, fair enough, but at least be honest and look at the problems with your own proposal rather than just the problems with theirs, because all approaches have pros and cons when you think about it, and its not clear that yours is better than theirs, just the opposite in fact. |
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10 people are kicking the guy, guess I should too
General Discussion « Elder Scrolls Online 4/20/13 4:29:50 PM
Originally posted by Nanfoodle I agree with the second poster. As far as the first poster, who said they should appeal to Elder Scrolls fans as their primary audience, please tell me, exactly what MMORPG endgame do those players want? Because they can not do Elder Scrolls levelling content forever. For hardcore players, maybe a month or two even with slow levelling. Then what? They have to go beyond RPG content and have MMORPG endgame content that can keep players interested for many months. Basically there are two MMORPG models for doing that: 1) the Everquest/WoW model of PvE dungeons with epic bosses that only large well coordinated groups can do, and 2) a PvP model such as DAoC or other PvP endgame games. They seem to be offering mostly the latter, with a bit of the former. THERE IS NO REAL WAY TO SAY WHAT ELDER SCROLLS FANS PREFER BECAUSE NEITHER OF THOSE THINGS IS IN ELDER SCROLL RPG'S. ESO can NOT just be Elder Scrolls RPGs in groups, there is no way to provide enough content to last beyond a few months. They have to add an MMORPG endgame which by definition means it cant just be Skyrim online. Thats the reality. People keep saying that they should just stay loyal to the Elder Scrolls RPG but those people do not say how they can provide endgame content by doing that... because they cant. |
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This is how I would of created Elder Scrolls Online
General Discussion « Elder Scrolls Online 4/19/13 9:49:47 AM
Originally posted by tkreep SWG was not nearly as successful as they had hoped, which is why they changed it. Admittedly changing it was a mistake in hindsight because they lost more players than they added, but to be fair, it wasnt like the game was a huge success before the change. They didnt make a star wars game, they made a sims in space game, and while a group of players really liked that game, it didnt have the market appeal they had wanted or hoped. A lot of people had tried and quit SWG long before the change, a lot of the player made cities were ghost towns. People who really like games tend to idealize the game in hindsight and blame its failure on some designer mistake, when in reality the causes were more numerous and complicated than that (eg, SWG, DAoC, etc). |
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This is how I would of created Elder Scrolls Online
General Discussion « Elder Scrolls Online 4/19/13 9:43:41 AM
Originally posted by WellzyC
I am curious, the people who say they want Skyrim but online with slight modifications, what would happen when hardcore players roll through all the material in a couple weeks and are at max level? In Skyrim RPG you either reroll or go play something else. But that isnt a good business model for a MMORPG. As SWTOR saw, you need to have an endgame even if your levelling game is very good because some (many?) people will roll through that material quickly, and even a slow player will be through it in several months. Then what? You need to have an endgame model for a MMORPG, which makes it VERY different from Skyrim or any RPG. You can NOT make Skyrim online and have it be successful because you cant begin to create content as fast as people level through it, because people will level through it 100 times faster than your team can create it. So when we say Skyrim online as a MMORPG, what we really mean is Skyrim online plus some type of endgame that isnt in Skyrim. That means the WoW model of raiding for the best gear, or a PvP model like DAoC that means PvPing for abilities/gear, or something else (which few if any MMORPGs have found). They seem to have chosen the second approach. People blame them for taking this approach and 'changing' Skyrim, but to be fair, they had no choice: they HAD to change Skyrim if they wanted to make any money. The only question was HOW do they change it. IMO they took the best possible approach because IMO its a losing strategy to try to out-WoW WoW. However IMO there is plenty of room in the market for a good game with RvR PvP as an endgame. |
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Now that Camelot Unchained is coming - how will this game really fare?
General Discussion « Elder Scrolls Online 4/17/13 1:59:11 PM
Originally posted by Moraxo The problem with your description is that it doesnt provide much growth for the character. You call it grinding, but without the push for new gear or new abilities, there might not be much sense of progression. You would just be going out and fighting the same enemies with the same gear and same abilities day after day.... which now that I've decribed it, sounds like a different type of 'grinding'. Even DAoC had realm ranks, earned in PvP and used to purchase special abilities for PvP... and some of those abilities were absolutely vital to be competitive. Other games use gear, but either way, its a method to allow characters to progress and be better in combat. Its not clear to me that a game that lacks that will be successful, especially in a PvP game which has some very hardcore players who are used to having better characters due to the endless hours they PvP and the abilities/gear they get from that. |
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