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All Posts by DAS1337

All Posts by DAS1337

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1732 posts found
Originally posted by Varex12

I hope EQN takes all the pages from Darkfall...and then burns them.  Horrible game design.  I'm okay with item decay.  I like that concept.  But full loot?  **** that.  That's a game-killer.  


You guys crack me up.  People like you with your full loot hatred are apparently too blind to see that you have a version of full loot in every single MMO that you play.  It's called repair costs.  The only difference is, instead of paying a flat fee to repair your equipped items, you pay a fee, or purchase, replacement items in a full loot game.  Those games are designed to allow you to easily replace items.  Take a step back for a moment and recognize your ignorance.

EQN should not, ever, take anything from Darkfall.  EVER.  Why would you want a new game to model itself after another game that has been struggling since launch day?  In fact, the only reason Darkfall hasn't been shut down is because the lead guy over there has a rich daddy.  Darkfall is a complete failure, and anyone who still plays it should be ashamed of it.


UO, on the other hand, has managed to stay alive, even if on life support, for what?  17 years now?  

Guys, seriously?


Here's what you get.  Some crappy cosmetic items that you should not be wearing in PvP for any reason.  A T3 horse and ox, which you can craft a few days into the game, and some housing items, which you should never take into any PvP area, or any area in which you could actually lose said items.  


The other founders items involve gold, which is like in-game cash, more valuable than silver.  An avatar ring, as well as a colored border around your name shield.  And... premium service for a certain amount of time.  That's it right?  You can't lose any of these btw.


Are you really complaining about losing some basic cosmetic items?  That's what prevents you from wanting to play and asking for a refund?  Really?  Items you'll never use in a situation in which you can lose them in, except for the horse and ox.  Wow.  Just, wow.  


I'm completely opposed to adding items that can't be looted or earned in the game.  And I'm certainly opposed to the idea of being upset because I can lose an item.  I'm getting alpha access and a ton of other cool things.  I'm not going to focus on one little thing that shouldn't be an issue in the first place.  


If you don't want to lose it, don't put yourself in a position to lose it.  It's really that simple.  It's quite easy to keep your belongings safe in AO.

Originally posted by PioneerStew

Here is my reasoning: - 

  • Twitchy, skill-based combat can be seen in many FPS/ TPS games and some action combat games.  
  • Knowledge-based, level-heavy combat can be seen in many tab-targeting/ turn-based games.  

I put hybrid combat as seen in games such as GW2 and WS in the latter category.  Why? Telegraphs. It is as simple as that.  The game tells you to press a button and you press it.  It is the Pavlov's dog of combat.  

Worse still, I think it is a poor version of both the combat examples I cite above.  

Anyway, please share your thoughts, no doubt we will get into semantics regarding skill and knowledge.  

Every type of combat system in every MMO ever requires skill.  There are always people who are better than others.  There is a lot more to being an effective player in combat than twitch movements.  Accuracy, speed, your ability to think on the move, and make the right decisions while doing it, experience, knowledge of your enemies, calmness under pressure, strategy, knowing HOW to use your skills, situational awareness, as well as things that may not directly affect skill.  Like your computer hardware, type of mouse, keyboard, monitors (3D vision or single display, and surround sound/headsets.  


It always makes me laugh when I read these threads.  It shows how unaware people are.  That's me being nice.  Every game requires skill.  Even PONG requires skill.  It's sad that you can't figure that out. 

Sounds more like WAH WAH WAH WAH WAH!!! to me.  


To their credit though, I don't believe Zenimax should have designed their veteran content the way they did.  

OP, you're not going to get far here.  More than half of your responses will be people telling you how housing is stupid.  They'll completely ignore trying to give you an answer, and just insult your preference for housing.  These people were likely abused as children, and thus, must hi-jack your thread and make it about them, just for the attention.  It's just how it is.


Housing in ESO can make use of phasing and instances, via the Megaserver technology.  There should be certain plots around the map that players can place structures.  Potentially thousands upon thousands.  After all, there is certainly enough land mass at the moment to achieve this.  To create more space, you just split the space into different instances.  If for some unbelievably unrealistic reason, you and a friend have placed your homes on the exact same lot, then you'll have to travel to each others instance in order to join them.  


I'd also suggest some form of guild hall housing along the same lines.  As well as instanced housing in the form of Inn's or Taverns in NPC towns.  You pay rent to the barkeep, and you get a small room for as long as you continue paying.  It will be the cheaper and more limited version of actually owning a home out in the real world.  As that would be quite expensive.


Crafting would be deeply interwoven when it comes to furnishings for your home.  Woodworkers can make things like chairs, tables, chests, woodworking table, etc.  Blacksmiths can make iron sconces, blacksmith anvils, weapon racks, armor racks, forges, trophy cases, etc.  Clothiers can make beds, rugs, drapery, clothing stations, etc, Alchemy can make braziers, lanterns, alchemy stations, assortment of flasks, bottles, etc, Enchanters can make enchanting tables, add environmental flavor, glowing crystals, etc, and provisioners can mount fish trophies, camp fires/fire pits, chimney's, assortment of foods, plates, etc.


I'd like to see stomemasons and jewelers added to professions.  Maybe the chimney, firepit, exterior, interior can be altered this way.  Jewelers can make chandaliers, jewelry boxes, chests, and other frumpy things.  Though, that's the future.


All of the NPC guilds will have rewards attached to housing.  Essentially, everything in the game should have some affect on player housing.  And ultimately, if you're not interested in any of it, well, my advice to you is....



Something weird about the Bow ability 'Snipe' and the Bow passive 'Long Shots'.  Snipe only extends to 35m, but Long Shots apparently only triggers max damage at 40m.  This is according to patch notes and not in-game testing.


Kinda lame if you can never reach max damage because none of your attacks extend out to 40m.


As a positive, Snipe is now a 2 second cast, which enables the use of Shadow Cloaks critical % on next attack morph.  Essentially now allowing snipers to not only get a 100% critical on Snipe, but also hit for the extra critical damage from sneak attack, as well as all of the other invisible/sneak damage passives that apply.  I think snipers may become a real thing in ESO.  Which I absolutely love.

Originally posted by Nebell

Being a heavy trader, the main reason I quit ESO was the need to join 4 (1 real for raids/friends, etc) market guilds, where I'd have to check every single guild for the item I wanted.

Not to mention that if I took the break of few months, once I came back I would have to look for FOUR new market guilds, since, well, 500 player per guild is quite low and GM will kick out inactive players to stay competitive.

I am not sure why they decided to have such a RETARDED design, but yeah, I'm better off not frustrating myself on things I can't affect.

Anyway, have Zenimax come to their senses and decided to actually make this less painfull and add a real market? Or should I keep staying away from this game?

The system never made any sense.  They were trying to extend the freedom of the single player game (fighters, mages, dark brotherhood, thieves, etc) into a MMO guild structure with the auction house..  Instead, they should have just added an auction house.  However, I think it would still work fine if all of your guild stores were combined, with each item listed telling you which player and guild you are buying from.  Not to mention that the guild store functionality is horrendous.  Half of the search functions don't actually work properly and the UI looks quite amateurish compared to the rest of the game.  Having to switch between them is tedious and completely unreasonable.  


But, they have never really been all that strong in the design field have they?  Giving you the actual user name of the player is not only making it easier for you to be hacked, but it also doesn't make sense because chances are, your characters are not named after your user account name, and that's how other players remember you.  Whoever made that decision should have been fired, but clearly the decision makers at Zenimax have the intelligence of a child.  


Why did they remove the starter islands from the beginning of the game?  I really liked the story during the beta tests.  They could have still made it optional if they chose to, but their design was completely backwards.  As part of the story, you are sailed across the ocean to your capital city.  Mind you, passing the starter islands in the process.  Then a NPC tells you that your rescuers need help?  Why wouldn't they just stop at the island where they needed help and ask you there?  It makes no sense.  What makes sense, would have been to sail you to the first island, then start your quest line there, like normal.  Part of their dialogue could have been to ask if you'd like to skip the tutorial islands, similar to the choice you make with the prison.  You can choose to skip those islands too.  You'd still have the same exact choice, but it would fall more inline with the natural progressing of your story.  You know, getting washed up, helping your crew get to mainland, and starting your adventure there.  Not getting washed up, your crew sailing you to mainland, you going back to the islands to help the crew to sail back to the mainland.  That makes no sense!  


And yes, we should have all been able to start the game not affiliated with an alliance.  Which would have given us multiple areas to experience similarly leveled content.  We wouldn't have any need to complete VR content to compete in PvP.  Players could have learned about the world at their own pace, and could have decided to join an alliance based on how they felt, not how the developers designed the game.  Which would have fit the ES IP more than the current system, and everyone would have gotten their way.  


Then things like having any race for any alliance would have never caused a huge backlash.  Though, I suppose they would have had to find something else for you to pay for.  Pushing Imperials behind a paywall wouldn't have been nearly an issue at launch.  You'd have given the players the right to CHOOSE.  I personally cannot wrap my mind around those decisions.  They are not logical decisions.  I can only imagine that a certain entity or group of, were pulling the strings.  I just can't imagine a room full of designers would have come to these choices collectively without being coerced.  


I really do enjoy the overall game though, I just wish it made a bit more sense.

Hmm.. I have four characters between levels 16 and 21.  Seems like there's enough replayability for me.  At this rate, I may get them to 50 at the one year mark.  I'd say it has some sustainability.  I just don't play 8 hours a day and burn myself out like other people do.
Originally posted by Sovrath
Originally posted by Loktofeit
The same way I've gotten past playing an elf, dragon, froglok, spaceman, or spellcasting mage. 

I think we have a winner here.

Though I prefer "realistic" art design, I don't understand how people can denigrate styleized graphics, insinuating they are "for kids" and still play video games pretending to be an Elf, an Orc, a Mage or "Space Man spiff".

I'd love to be a fly on the wall for that date:

"Wait, you play video games?"

"it's ok, I only play the games that have realistic graphics. My character is a Dark elf Shadow Knight and let me tell you all about it!!!!

Welcome to what we here on earth call 'personal preference'.


See, personal preference can still exist regardless of the situation.  Meaning, as it applies here, one can still prefer a realistic approach, even if the subject of conversation isn't entirely realistic.  


For instance.  I like Lord Of The Rings far more than Shrek.  I like Elder Scrolls far more than World Of Warcraft.  Sure, all of it can be considered a bit nerdy or dorky.  However, my preference leans heavily towards a darker, more gritty, realistic nature.  


Is an Orc realistic?  No.  But regardless of that fact, I'd still prefer a real world simulation of that Orc over a cartoony version.


Why is it so difficult to understand why people often lump 'cartoony' features in with children?  It should be obvious, and I shouldn't need to explain it.  So I won't, and I'll assume you are intelligent enough to figure it out.  


And, why can't graphics be stylized AND realistic?  From what I always read around here, it seems like people use that word as a cover up for shitty graphcs.  When does stylized ever not mean crap?


Originally posted by centkin
Originally posted by rojo6934

mmo class builds always have problems where a single cookie cutter build is required for grouping. That is what needs to be fixed, not selling second specs or anything. Just fix the classes to make every build viable in some way. I dont know what do you mean by mirror skills but if it means that each skill morph will do the same then theres no point in having morph options. Just make each build viable for group or solo.

Or add something like WoW specs where a class can have 2 specs at any given time. This would make more sense in ESO since you can just weapon swap and have a totally different build. But that does not need to added in a cash shop. Thats a content update that would be expected as part of any subscription.

The two specs at any given time is what a skill mirror is.  And yes it makes an awful lot of sense in ESO.  As for it not being a cash shop item, they do want to make money.  I mean giving it to everyone free at V1 would be fine, but this is a feature I would pay for.  Since others would likely pay for it also, there is no reason for them to give it free.  I mean even mounts they made really really expensive making it more an imperial thing than an everyone thing.  Of course it takes like 40 days for your new 42,000 gold mount to catch up to your old imperial mount if you do then decide to upgrade to the highest mount tier.

Then there is no reason to give anyone respecs for free.  So should they take those out of the game and charge us too?  Please think before posting.

Originally posted by centkin

Skill Mirrors are something I would actually buy out of the cash shop if they put them in.

If I want to solo as a resto nightblade, I *REALLY* want to have Swallow Soul.  If I want to be in any group I am *REQUIRED* to have Funnel Health.  As this is a morph of the same skill, there is no way for me to have both at the same time.

It gets old fast to spend 20,000+ gold every time you want to shift from grouping to solo or vice-versa.

Having TWO specializations at high level is something that would be massively helpful in the game.

It could either be cash shop, or something like a 100,000-200,000 gold item for a single player (or both like the imperial horses are, say $20 in the cash shop for all your characters, or 150,000 gold in game for a single character).

Since all attribute skill points and ability skill points can be reset at a cost of 100g per point, why not have the same setup?  Call it a morph respec and allow players to do it at the shrine of redistribution.  Have it have a flat cost rate of, say, 1000g.  That way, it's reasonable to switch back and forth, and it doesn't require anything other than programming it into the game.


You click the shrine.  It shows you all of your morphs which currently have a skill point associated with them, along with the alternative choice with an arrow pointing to it.  You select the skill you want to change, and that's it.  It's changed and you lose the fee.


I was thinking about this the other day.  It's easy to pick up a new ability that you've never used before to tinker around.  However, you can't do so with a morph unless you blow a huge chunk of gold on something you may not even like.  Then you'll have to do it again to go back to your original choice.  It's silly, and quite hilarious that it was programmed that way in the first place.  

Looks awesome, as expected.  
Originally posted by Joeyjojoshabadu

I played ESO in beta, I bought it and I subbed. I attempted making a post that was thoughtful and fairly diplomatic on my feelings as to why ESO has not done as well as hoped with regards to reception and (sorry to say it) very likely retention. Yet some have responded as if I grossly insulted their dear mother. Some people here seem to be seriously lacking in perspective (not to mention maturity). Yes, yes, I know it's the Internet, but still..


It's because we've seen the same thing a million times already.  You are just being captain obvious, and it's annoying to a lot of people.  We already know that MMO's are different than single player games.  We already know that MMO's take a dip in retention after the first, third, and sixth month after release.  We already know that other games that are being released are going to pull players away.  It is the way of the MMO genre market, and it's been like that for years.  You telling us that really isn't anything new.


If you honestly expected anything different here, well I'm sorry.  That's just how it is.  

Honestly, I don't care.  I'm enjoying my time in ESO.  I will assume that it will keep my attention for a while longer, at least until The Division is released.  Unfortunately it was pushed back, so I hope that doesn't hurt my chances of bridging the gap successfully.
Originally posted by bcbully
Originally posted by DAS1337

I don't get why the campaigns need to end at all.  It worked wonderfully in DAoC.  Control changes hands naturally.  Though, it would help to fight over more than just being an emporer.  Adding the Imperial City as a 'Darkness Fall's' sort of reward would certainly help.  Exclusive content for the controlling alliance would be nice.  


Having completely artificial ends to these campaigns just seems weird.  Well, so does 12-man trials that are nothing more than mob waves with a leaderboard is weird too.  Really doesn't make sense in the ES IP... 

They don't "end" the map does not change. Only the score resets. I hear you though why even have that huh?

I don't like any Call of Duty in my MMO's.. lol

I don't get why the campaigns need to end at all.  It worked wonderfully in DAoC.  Control changes hands naturally.  Though, it would help to fight over more than just being an emporer.  Adding the Imperial City as a 'Darkness Fall's' sort of reward would certainly help.  Exclusive content for the controlling alliance would be nice.  


Having completely artificial ends to these campaigns just seems weird.  Well, so does 12-man trials that are nothing more than mob waves with a leaderboard is weird too.  Really doesn't make sense in the ES IP... 

Originally posted by centkin

Actually it depends on the day now.  If you play in the morning on the east coast or even the early afternoon east coast, the dolmens are NOT going down, the dungeons are generally empty other than you and there are chests and resources everywhere untapped by anyone. 

This is actually scary because when you essentially have a map to yourself on a single megaserver that means there simply aren't any people playing in that phase/instance other than you and when you are looking at a larger map with say 10 people on it instead of the normal 50 odd, that sincerely is making me wonder if the population is not taking a nose-dive. 

In general a megaserver would hide that from you.  Things have to be really light to actually see it.

(of course it could also be that I am a V2 and a lot of the people are bypassing V2 content by doing the broken dungeon with the fast respawning bosses over and over and over for hours at a time instead of playing the game)

I play around 10am-2pm and 1am-3am EST.  Between those times, there is usually server maintenance.  So I'm pretty much playing at times when the server should have the lowest populations.  There are always people to group with and I've never, ever, felt like I was the only person playing on any given map.  So.. I don't believe you in the slightest.


Though, I guess it would make a big more sense if you are a higher level than most people.  I honestly would have to assume that most people are somewhere between levels 20 and 30.  So, if you're doing veteran content in the wee hours of the morning, I suppose it's possible for the world to feel a little empty.

Originally posted by greatskys
Originally posted by DAS1337

Of all things to quit an ONLINE game for.  There are too many players... lol


Yes, you guessed it.  And to answer your question, they are still using megaserver technology.

Too many players doing solo quests at the same time I also went out my way to explain why I don't mind it as long as its not too overcrowded on solo quests .Not much reading comprehension going on here I guess .

There is a big difference between there being a lot of players on say something like the group styled rift events in Rift or there being big PVP battles on pvp games like Archage to there being ten other players doing the same solo quests where sometimes its hard to get a shot in on a mob before it dies . If  you cant see the difference or even understand what I was getting at then I feel sorry for you because your obviously a bit limited . 

Also you attempt at sarcasm makes me wonder about your maturity as well . 


I find it amusing how you personally attack me numerous times, and then speak about my maturity.


It is a MMO.  It uses megaserver technology.  And lastly, if it was meant to be a solo quest, then it would lock out all other players.  So I'm not sure what to tell you.  It appears as though you'll never be coming back I guess.

Originally posted by Wrender
I don't think player numbers is gonna drop anytime soon. Of course they will initially after all the asshats leave that will never be happy with anygame. after that happens player numbers will only steadly rise unless there is truly no hope left for todays gaming imaginations. ESO is one of the best games I have ever played and I truly hope the developers will relize the potential this game has and will only improve upon it.

They will never drop as long as they are using the same server technology.  I think people are missing the point of it.  It's designed to make sure that there will never been a need for a server merge, due to low population.  You will never see those numbers drop.  Not until they close the servers for good.  The only way to adjust this is for ZOS to change player population caps server side.  Otherwise, it will stay crowded, and that's fine with me.  I play mostly in the middle of the night, so it is never an issue for me.  


Though I do recognize the issue, I just don't think it's something worth quitting over.  After all, you're playing an ONLINE game.  It's meant to have players.

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