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All Posts by Neherun

All Posts by Neherun

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180 posts found
Originally posted by muffins89
Originally posted by azzamasin

Spoken like the WoW fanboi you are OP.  I suppose you're one of those who insist WoW was the first MMO too.



 it was the first truley Massive on.   ;)


Right, as the SERVER crashed if fights exceeded over 100 people, or the game lagged itself out.


Meanwhile in games like Shadowbane....


Excellent attempt @ OP. However TESO is at beta phase 2, which was 2nd faction starter area.


No one has touched PvP yet.


Originally posted by Livnthedream
Originally posted by SirBalin
Originally posted by BigHatLogan
Originally posted by kidas52
How is that more like TES IP exactly?? Don't quite remember TES being famous for its PvP content.


There is no point in making TES an MMORPG at all unless it involves PVP.  Otherwise why not just make another single player game?  Or a cooperative mode option in a single player game or something if people want to explore with friends.  MMORPGs only make sense if PVP is involved.

Exactly, they have made great pve games already and now they want to make an mmo.  They can now target a whole new crowd with pvp, a community that is sad because recent games have not satisfied the pvp community.  This is a great idea for them, doesn't mean they can't make another pve game for those fans...but this is very smart on their part.

So wait, because they have made some pve stuff its now pvper's turn? Seriously? The levels of entitlement are hilarious.


Its rather steering clear from already saturated market, which are PvE games with shallow PvP systems, such as instanced capture the flags or other mini-PvP games.


Originally posted by nightsong89
Originally posted by Margulis
Originally posted by nerovipus32
The common argument i see coming up here is wow players wanting TESO to be wow.

Really?  The common argument I have seen is fans of the series wanting it to be similar and true to the series - which it isn't even close to being.

Pretty much this.


Open world exploration: gone, in place a convuluted system where you can visit the other faction territorities but not group with anyone from those factions, thus cutting you off from friends who play that faction


Play whatever race you want: gone, faction locked. say you and a friend want to play an Altmer and a Breton. well guess what? you're shit out of luck in PvE'ing together.


Basically the open endedness in playing whatever race/class you want as well as full world exploration is gone in TESO and sacraficed to make way for the three way PvP, which by the way, doesn't have a large enough community left to sustain an AAA MMO anymore, there is far too much competition from other MMO's.


So wait, what would be sustainable then? A PvE game? A game that's focused on dungeon crawling? FFA PvP with consequences half of gaming population cannot handle? Another instanced arena PvP focused game or a lackcluster 3-way PvP?

What you fail to comply with is the actual market size of the MMORPG genre, and how half of its potential is wasted by attempting to familiarize with the mechanics of previous titles. People want something new, they grave for something new. DAoC's model is still inexperienced by most of the population, and if done correctly, and offer satisfable end-game to all parties, except for those who refuse to PvP; and Mythic being Mythic, they also share the idea of "There is no real point going to play online if it ain't against players". AI is always superior in single-player - Co-op enviroment, it can never be done to a intelligent level on MMO world.


Originally posted by Sephiroso
Originally posted by kadepsyson

Raids are one of the worst game design decisions an MMO can have.  I do not want a gear treadmill to keep me playing your game, I want fun and variety to keep me coming back.  In fact, levels, raids, paid expansions, the entire "best in slot" failure, and classes are some of my most disliked things an MMORPG can have.  They're tired and lazy designs that often eliminate fun in an attempt to grab cash.

Raids =/= gear treadmill. You can have raids and not make it a gear treadmill.

And how many would do raids if gear was subpar to say crafted gear?


Not even half of them, they'd sit outside the dungeon whining on the forums that the PvE raided gear requires buffs, since it should be the best-in-slot attained gear (Don't even try to argue against this, every single game had their fair share of this bullshit).


That's why TESO cannot go to regular raiding route, as they want not to force people to raid treadmill for competitive gear.


Well, I am making this by the assumption that the OP cares little for PvP:


Some known features you'll miss out on;

- Cyrodil only quests

- Crafting materials only found from Cyrodil

- Public dungeons & their contents only available through PvP zones

- Cyrodil PvP skill tree

I had to check who was going on realm pride rampage here;


What's up Qallidex.


Originally posted by Varthander
Why did you deleted the video?

He didn't, Zenimax did.


There's another link to it in this thread.


Originally posted by asrlohz
Originally posted by Sovrath
Originally posted by asrlohz

He speaks of "Animation priority" in the video, did you experience that you couldn't interrupt your regular sword swings?

I didn't but then again I did experience what I construed as "lag" during the fights (though the movment of my charcter and the action was smooth) . I'm now starting to think this is what he is talking about.

I would hit a button and there was a slight delay in the skill going off.

@Caldrin: possibly. It's not like Tera, more like guild wars 2. I know that's an over simplification but that was my impression. Sometimes it's challenging and sometimes "not".


@Immodium: They either weren't in the build I played or I did nothing to trigger them.


@Eol: thank you sir (I think I remember you from Lineage 2?)

Have a look here:

There is not a mention of that "Animation Priority" in the combat system in the Tamriel Foundry. One would think that it would be in. Maybe Force got to play another build of the game?



Don't even assume that TF, or any of the other fan sites for that matter is a creditable source.


Originally posted by coretex666

It looks amazing.

Something themepark fans can look forward to I believe.

"Waiting for: Archeage"


Just had to.


Originally posted by laokoko

ya I mean... many people say GW2 have raid, but I mean even the GW2 developer says their game dont' have raid.

Just because there's a big dragon that require 20+ people to take down dont' mean "that is what people consider raiding".

I want progression dungeon.  That's what I'm looking for. And the main problem to me with all the open world boss is there is no progression.  If your server sucks you'll never take down the world boss.  If your server is good, you can just walk in and grab your loot.  The learning phase is what I like about the typical "instanced" raid dungeon.


I'd figure from the interviews that Adventure zones have progression, they have mentioned events taking place (Warnings that a large encounter is ahead). So while it may not be implemented like the typical raids, there hasn't been stated that there isn't anything to progress in Adventure zones. Personally, I'm guessing yes.


After scouring through the threads, I see a lot of fundamental flaws in people's ideas of the games design, especially end-game content.


Major misconceptions:

- No PvP progression

- No raids


First, the game has PvP progression. Your character will gain alliance points, which can be spend on various ways. In addition there are 23 PvP ranks for your faction, plus skills level upon usage in PvP (so your character continues to progress experience wise during PvP). Or lack of meaningfulness in PvP (Owning keeps provides benefits, possible access to public dungeons [Think of Darkness Falls], gear etc). Also Cyrodil (the RvR zone) will not reset weekly, they have stated that the possible timeline for reset is between six to twelve months, keep in mind that this value is subject to change, but it shows that Zenimax wants longevity and sense of accomplishment in their RvR. The icing on the cake? A PvP skill-tree line.


Second is about lack of raids. This is not true, but it depends on one's definition of raiding. Needless to say there will be PvP raids, but the classic PvE boss encounter content is not left out either. The game will have Champions, NPC enemies that require more than few groups to handle. These bosses will be placed into "Adventure zones" (essentially vast public dungeons) where players can band up with their groups to attempt to down a Champion encounter. This is essentially a raid PvE content, difference being that the group may have few random guys in it. But that doesn't stop your guild from creating 10 groups of 4 players and going after the boss. The major difference? The loot distribution; In this case all the 10 groups will have their own loot tables, so not only the encounters are more rewarding, it is a distribution channel of gear level balance to the game. This way the Champion encounter's loot does not have to meet the levels of expectation that typical raided gear has; Low drop chance, 1 attempt a week, requires 40 players of which only 1 can get the item. This means they can actually provide meaningful items but at the sametime provide players a chance to get competitive gear from ex. crafting or PvP. So yes, the game won't have your typical "raids." But the content is essentially the same; Those who want NPC scripted boss encounters will have them, and this way no one is forced to spend time with scripted encounters if they do not want to, and still remain competitive.

Those who want the classic 40 man guilded raids; Zenimax has stated it isn't attempting to mimic such features in order to challenge market leaders in their own game; They want their own twist, and essentially proper and rewarding RvR experiences. This means that the carrot on a stick has to be provided for both contents.



I'll copy paste this to this thread as well:




4 man groups that band with other 4 man groups against larger and more difficult encounters in the end-game PvE zones. That's the closest thing to raiding this game will have. The difference? If that bunch of 4 man groups manage to down the "end-game champion" (difficult NPC's or "bosses" are called by Champions in ESO); All of those groups get their own loot tables. This means that killing a "raid boss" (an encounter that requires a large group) will benefit more than 1-2 people at the time. Not only this is more rewarding, it removes the pain in the ass "Raid once a week so one of your guild mates might get one piece of gear, and you'd wait for yours for months."

The "no raids" thing is a misconception. We've got raids, but they are not implemented like your typical raids, also developers dont call them raids because it would create more misconceptions.

Originally posted by Drakxii

Man I really want this game but... the more I here the more I just see SWTOR v2.  I can live without raids, though the memoriable battles in ES games were against 1 or 2 emenies not waves, but 4 man groups?  Lame...  Just lame. 


Also you don't have be hardcore to enjoy raiding.  Sure there was a time when I played 20+ hours in wow but even when I was only playing 5-10 hours I easily kept up with my mid of the road raid guild.  Did we finish the new raid in a month? nope but it was still fun to try.  Oh for the days when games didn't just hand you loot.


4 man groups that band with other 4 man groups against larger and more difficult encounters in the end-game PvE zones. That's the closest thing to raiding this game will have. The difference? If that bunch of 4 man groups manage to down the "end-game champion" (difficult NPC's or "bosses" are called by Champions in ESO); All of those groups get their own loot tables. This means that killing a "raid boss" (an encounter that requires a large group) will benefit more than 1-2 people at the time. Not only this is more rewarding, it removes the pain in the ass "Raid once a week so one of your guild mates might get one piece of gear, and you'd wait for yours for months."


The "no raids" thing is a misconception. We've got raids, but they are not implemented like your typical raids, also developers dont call them raids because it would create more misconceptions.


So, we have over ten pages of arguing about a spin-off game? (yes its a god damn spin-off.) How about we wait and actually see what it is like before actually arguing about the game? Not to mention half of the posts are obviously from people who have read shit about the game.


Originally posted by Heretique
Originally posted by Dauzqul
Originally posted by Nanfoodle
Originally posted by Dauzqul

The weapons and armor just all the same to me. I can't be impressed anymore because previous MMOs have covered everything in terms of armor style.


What would impress me, however, is if they announced an endless amount of different armors, so we don't see people wearing the same stuff....especially in end-game.

Maybe you didnt get it, armor is not class restricted. The armor you wear will define your what your class can do. Like a mage in plate could tank more but the plate shorten the mages range.

I get it just fine. I'm talking about the aesthetics. There will always be "the best" rare armor piece for a tank for whatever reason. Thus, we will have every tank wearing that piece of armor.

Will agree, having 50 people in a group and 75% of them all look the same kinda kills it.

This is the fascinating part of TESO. Tanks won't be wearing the same chest piece, just because everyone will specialize in different things. The whole point of the system is to provide benefits and disadvantages from the specialization you go for, and gear should of course be adjusted to that.


People who have commented here don't seem to have the knowledge of how TESOs armors will work. Cloth armor boosts mana, medium stamina and heavy HP. They all have their own skill trees for people to spec into, and people can mix-match to their liking. In addition people will allocate points to health / stamina / mana. This causes everyone to have different builds, and with limited tool bar of 3 class abilties, 2 weapon abilities & ultimate, "fotms" or "cookie-cutters" will hardly exist. Just look at Shadowbane, that's the closest system to TESO, there were no cookie-cutters. Everyone will have their advantages and disadvantages.



I can't play Asian MMOs because of their graphics, I just can't.


By giving people a real purpose. See DayZ, a perma-death game that is now in translation to MMO server architecture is thriving. Why? Because that sandbox gave players a goal; Survival. Doesn't matter what the red tape is, people will need it, otherwise they'll feel void in the world.


Originally posted by Vorthanion
Originally posted by BizkitNL
Originally posted by SavageHorizon
Originally posted by BizkitNL
Originally posted by SavageHorizon
Originally posted by Malcanis

It's on record that Mr Smedly is a big fan of EVE; is this a tangential hint that he's planning to make EQNext the long-awaited "EVE with Elves" - translating EVE's player driven narratives, complex supply chains, economy, full-loss PvP, and maybe even PLEX into a fantasy gameplay setting?

Because I would play the hell out of that.

That might be for a certain server but make no mistake that EQNext will have a strong PVE baseline. Yeah it will have a grest PVP system but anyone thinking that EQNext is going to be some pro PVP game is delusional. EQ has always been about PVE and that stance wont change.

PVP servers will be great but i would bet my yearly income that EQNext will be a PVE sandbox hybrid first and foremost.


Their will be no permadeath in EQNext which has now been confirmed.

I don't see "sandbox" working without a solid PVP base. Though that depends on the definition of sandbox.

EQNext will have PVP servers just like EQ had but if you are thinking that the whole game is going to be PVP before PVE then you might as well give up now. Yes we will have a great PVP system but EQ has always been about PVE and most of their fanbase expect that.

Smed knows his fanbase and he knows that adding a PVP system will bring in more. And who says that "sandbox" needs PVP to actually work, that's your take on it.

When Smed says sandbox then you should think hybrid, anyone taking his words literally is setting themselves up for fail.

So.....themepark plus?

And yeah, a sandbox MMO needs PVP. There's no question about that.

Sorry, that simply isn't true.  It is purely a matter of preference and not a necessity for a sandbox game.


Actually, it is. Since Sandboxes are all about freedom, and restricting freedom goes against the very definition of sandbox.


Originally posted by mymmo
guys, breath. The permadeath will probably be on a spcecial server.  You will find me playing there. Its so much more fun when playing with risk/rewards.

I'm with you there. After growing up from my teen age years. I no longer look for progression, I look for those small adrenaline rushes I used to have when I was a kiddo. These days, over half of the games are boring, boring and boring. 


One way they could implement is perma-death in a way where your character dies, he dies. But you can create a new toon that has the same skills as the previous toon. This way a death would have a "permanent" effect, but it wouldn't punish players too much.


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