Originally posted by Axxar 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.
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....
Originally posted by Jakdstripper I'm still not convinced. the first video i see with a Tab targeting system, and quest givers standing there with an icon over their heads and i'm gonna scream "i effing told you so".
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 weve got another one that is actually going to be so were going to have, what we want to do, is in January, what were targeting to do, this may or may not happen, so you cant hold me to it. But what were 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
"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.
I actually hope they let us give our preferences for how populated the areas we go to are.
Like, I don't want to be in a pocket of a PvE area with hundreds of other players.
Ever.
Not in an ES MMO.
One thing Skyrim and other ES games did right that no MMO has been able to match is the feeling that being "out in the wild" is really a far more dangerous and unpredictable place than the comforts and security of civilization.
I want to run into other players in towns and cities, and fight with and party with players at my choosing.
But running into tons of other people "in the wild" would be a huge no no to me in an ES world.
I just hope they don't completely screw up the quest to kill XP / skill gain ratios.
I want to be able to just wander the world killing stuff and exploring to level my toon and not be forced to quest.
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.
Originally posted by zomard100 It will be huge suck
FEEXT!
Tried: EQ2 - AC - EU - HZ - TR - MxO - TTO - WURM - SL - VG:SoH - PotBS - PS - AoC - WAR - DDO - SWTOR Played: UO - EQ1 - AO - DAoC - NC - CoH/CoV - SWG - WoW - EVE - AA - LotRO - DFO - STO - FE - MO - RIFT Playing: Skyrim Following: The Repopulation I want a Virtual World, not just a Game. ITS TOO HARD! - Matt Firor (ZeniMax)
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.
Originally posted by ShakyMo 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.
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...
Comments
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....
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 weve got another one that is actually going to be so were going to have, what we want to do, is in January, what were targeting to do, this may or may not happen, so you cant hold me to it. But what were 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
"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.
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: Nothing
Looking forward to: Nothing
FEEXT!
Tried: EQ2 - AC - EU - HZ - TR - MxO - TTO - WURM - SL - VG:SoH - PotBS - PS - AoC - WAR - DDO - SWTOR
Played: UO - EQ1 - AO - DAoC - NC - CoH/CoV - SWG - WoW - EVE - AA - LotRO - DFO - STO - FE - MO - RIFT
Playing: Skyrim
Following: The Repopulation
I want a Virtual World, not just a Game.
ITS TOO HARD! - Matt Firor (ZeniMax)
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.
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: Nothing
Looking forward to: Nothing