Most of the complaints I have seen about this game are valid, but I am nonetheless having at least some fun with it and would consider buying were it not for the unnecessary and frustrating anti-fun and poorly thought-out crap that hamstrings game play in this MMO.
The following is a list of things that are easily correctable and which I feel would improve game play immensely.
1. INVENTORY: Inventory management is a major anti-fun nightmare in this game. You simply have nowhere near the amount of slots you need to hold all the thousands of items you find, and there is nothing more immersion and fun-killing than running out of bag space and having to return to town to find some way of storing or getting rid of all these items. Even in the Beta where you can just chuck most items because my character is going to be deleted inventory hassles are appalling. With your real toon in the real game where you have to make serious decisions about this stuff I can see it really killing game play and forcing people to quit the game, just as myself and other players I know quit Fallen Earth for the same reason. Lack of adequate inventory space can completely cripple a game.
My suggestion is to give us unlimited inventory, at least in the bank space if not character space. Guild Wars 2 had it right when they gave the player tons of free space with which to store crafting mats and allowed you to send items to your crafting items bank from anywhere in the game. No need to keep disrupting game play and fun with this tedious crap.
2. REPAIR COSTS: Repair costs are absolutely exorbitant in this game, and you take damage to your gear even if you don't die, which amounts to a continual Combat Tax that accrues so long as you are fighting stuff. Taxes in games are as fun as taxes in real life: zero. But at least in real life you get roads and schools and stuff for your money which softens the pain. Here you get nothing but another mindless anti-fun mechanic which serves to force you out of exploring and having fun and running back to town to get repairs or carry overpriced repair kits.
Get rid of repair costs and death penalties. They serve no purpose.
3. SOUL GEMS: Yet another boring, frustrating make-work mechanic. Soul gems are expensive, hard-to-find and another boring grind to have to fill. Worse, you only have 5 ability slots (way too few) and one of them has to be occupied by a soul-gem ability so you can fill the gems. It adds nothing to my game play to have to find and fill these things other than frustration, and it is a real impediment to cooperative game play when I can't rez people in the field or in RvR because I can't afford to.
Either get rid of this useless and unfun mechanic or at least allow us to rez people without having to use gems.
Irregardless of whether a particular player likes inventory management or other boring make-work hassles or feels they are necessary, I doubt there is a single player out there who will quit the game in frustration because you gave them unlimited inventory. There are plenty of people out there who will quit games over issues like this because we feel they cripple game play and kill the fun in the game. As I mentioned I quit Fallen Earth over its horrible inventory system and know others who did the same. I can sadly see myself quitting this game for the same reason.
I don't know why developers insist on hamstringing their games with tedious and anti-fun crap like this. I suspect it is much like the Army, where we used to say that "there is the right way, the wrong way and the Army way" which meant decisions were rarely made on the basis of whether they were wise or stupid, but simply because that is the way things are done. Inventory management, repair costs, waypoint fees and other frustrations are thrown into MMO games thoughtlessly not because they are right or wrong for the game, but because that's what every other MMO does. This monkey see, monkey do copycat nonsense is why so many MMOs are just stale, carbon-copies of everything that has come before with nothing new, interesting or innovative.
Please think about whether these things add to the game or take way from it. This game has a lot of potential to be fun. Removing the anti-fun shackles will help this game run free and fun as it should be.
1. They just added inv / bank slots and you can buy more slots for gold in your starting alliance town I had bought up to 70 slots this beta still little low but mangable.
2. ya repairing sucks as long as it stays cheaper than gold you get from killing its a common hassel not a deal breaker but hopefully it isnt to expensive at max level gear like some games have done in the past..
3. These arent that bad its just a gold sink, you can buy them pre filled in your alliance town for every lvl 1-50+ for not to much gold just another gold sink hassel.. Also 2 note when it comes to soul drain skill you need it on your bar if you want level 10 world magic to get the ultimate which rocks but if you dont want it just buy pre filled gems :P
Gold is going to be very important in Live Eso which isnt necessarily a bad thing as long as there are ways to make it etc but ya its def a factor.
Ruin the game is a bit of an overstatement to say the least.
I agree some of the stuff currently sucks but that's what MMOs do: they evolve to become better.
So long as the foundation is solid and the content teams stay hard at work (two things lacking in MMOs badly these days) then there's no reason stuff like this won't be addressed in the very near future making the game even better.
Design choices can be tough really. Something that sounds amazing on paper often doesn't translate to the real world. Problem is then you're stuck down a road with a system where that design choice isn't actually so great but you can't dedicate another 300 hours of dev time to fix it right now, so it gets left until later. (AKA Soul gem system. Trivializing them to drop constantly full would be an equal disaster so there is no quick immediate fix)
I completly agree with Redhawk2006, and I would say that my experience with ESO was frustanting and without fun at all. This game was too much hyped and will be a probably fail. A lot of quests buged during the tests, meele classes had a great disvantage compared with mages, maps, inventory and a lot of others problem in gameplay... Very frustrated!!!!
Not to poke fun , but seriously lets copy and paste forums/subjects/complaints/complements from the last 4 years of mmo releases and nothing has changed in these regards...
find a game you like have fun with it or move on. there are games where certain mechanics i dont like or detest, but the rest of the game i enjoy so i focus on those parts.
i played in weekend betas for one and half weekend
1. the inventory was ok, and pretty well organized
2. every MMO needs a money sink mechanic, they choose this one which is ok.
3. yes i agree this soul crap doesnt offer any depth, only lost space in your inventory and inability to res people and if you add their finders keeper mechanic for chests and gathering you have the mechanics for a pretty antisocial MMORPG .
Unlimited inventory space will not happen . I think it's a pipe dream to even think of it. Think of all the money the cash shop will lose.
BINGO !
Said this earlier but it was ignored so i will reinforce it here.
How does that statement even make sense? There are no expanded inventory spaces sold in their cash shop.
Yet.
Just a matter of time.
Reasonable or not, it is still a hypothetical situation. And there are few things I hate more than self proclaimed prophecies with slack-jawed plebeians squabbling "I told you so's" in its wake.
Originally posted by azarrel I completly agree with Redhawk2006, and I would say that my experience with ESO was frustanting and without fun at all. This game was too much hyped and will be a probably fail. A lot of quests buged during the tests, meele classes had a great disvantage compared with mages, maps, inventory and a lot of others problem in gameplay... Very frustrated!!!!
Have fun in WoWstar Infinity Adventures! I don't go to game forums that I have 0 interest in to bash them.
Pretty sure some point in June we will be reading the same crap about Wildstar. I seriously don't know why some people play games since it seems to be such a burden.
Most of the complaints I have seen about this game are valid, but I am nonetheless having at least some fun with it and would consider buying were it not for the unnecessary and frustrating anti-fun and poorly thought-out crap that hamstrings game play in this MMO.
The following is a list of things that are easily correctable and which I feel would improve game play immensely.
1. INVENTORY: Inventory management is a major anti-fun nightmare in this game. You simply have nowhere near the amount of slots you need to hold all the thousands of items you find, and there is nothing more immersion and fun-killing than running out of bag space and having to return to town to find some way of storing or getting rid of all these items. Even in the Beta where you can just chuck most items because my character is going to be deleted inventory hassles are appalling. With your real toon in the real game where you have to make serious decisions about this stuff I can see it really killing game play and forcing people to quit the game, just as myself and other players I know quit Fallen Earth for the same reason. Lack of adequate inventory space can completely cripple a game.
My suggestion is to give us unlimited inventory, at least in the bank space if not character space. Guild Wars 2 had it right when they gave the player tons of free space with which to store crafting mats and allowed you to send items to your crafting items bank from anywhere in the game. No need to keep disrupting game play and fun with this tedious crap.
2. REPAIR COSTS: Repair costs are absolutely exorbitant in this game, and you take damage to your gear even if you don't die, which amounts to a continual Combat Tax that accrues so long as you are fighting stuff. Taxes in games are as fun as taxes in real life: zero. But at least in real life you get roads and schools and stuff for your money which softens the pain. Here you get nothing but another mindless anti-fun mechanic which serves to force you out of exploring and having fun and running back to town to get repairs or carry overpriced repair kits.
Get rid of repair costs and death penalties. They serve no purpose.
3. SOUL GEMS: Yet another boring, frustrating make-work mechanic. Soul gems are expensive, hard-to-find and another boring grind to have to fill. Worse, you only have 5 ability slots (way too few) and one of them has to be occupied by a soul-gem ability so you can fill the gems. It adds nothing to my game play to have to find and fill these things other than frustration, and it is a real impediment to cooperative game play when I can't rez people in the field or in RvR because I can't afford to.
Either get rid of this useless and unfun mechanic or at least allow us to rez people without having to use gems.
Irregardless of whether a particular player likes inventory management or other boring make-work hassles or feels they are necessary, I doubt there is a single player out there who will quit the game in frustration because you gave them unlimited inventory. There are plenty of people out there who will quit games over issues like this because we feel they cripple game play and kill the fun in the game. As I mentioned I quit Fallen Earth over its horrible inventory system and know others who did the same. I can sadly see myself quitting this game for the same reason.
I don't know why developers insist on hamstringing their games with tedious and anti-fun crap like this. I suspect it is much like the Army, where we used to say that "there is the right way, the wrong way and the Army way" which meant decisions were rarely made on the basis of whether they were wise or stupid, but simply because that is the way things are done. Inventory management, repair costs, waypoint fees and other frustrations are thrown into MMO games thoughtlessly not because they are right or wrong for the game, but because that's what every other MMO does. This monkey see, monkey do copycat nonsense is why so many MMOs are just stale, carbon-copies of everything that has come before with nothing new, interesting or innovative.
Please think about whether these things add to the game or take way from it. This game has a lot of potential to be fun. Removing the anti-fun shackles will help this game run free and fun as it should be.
I completely agree with you
but you also left out the lack of action bars we only have 5-6 slots for our abilities and a slot for potions, i'd prefer action bars that i can customize how many bars and which way they are on the screen like Rift and WoW had.
also left out about BUYING bag spaces with gold in game and the price goes up and the slots don't really help given if its 2,3,4 slots going from 200 to 2000 gold is a hell of a jump.
inventory space and bag space are crucial in any game and more so with MMO games since at some point everybody does end up carrying extra weapons and armor and you could say 1/4 of your bag space is taken up by your alternate equipment like during the beta i kept getting armor and weapons while questing and some was going to be dismantled for crafting materials and some gear was situational like rings,necklaces ect .
the soul gems and spell for that didn't bother me so much as the enchanting was a pain in the ass to learn and the runes were hard to find for me at least.
Originally posted by azarrel I completly agree with Redhawk2006, and I would say that my experience with ESO was frustanting and without fun at all. This game was too much hyped and will be a probably fail. A lot of quests buged during the tests, meele classes had a great disvantage compared with mages, maps, inventory and a lot of others problem in gameplay... Very frustrated!!!!
Have fun in WoWstar Infinity Adventures! I don't go to game forums that I have 0 interest in to bash them.
Human nature I guess. The majority of people who are happy with a product never go near communication channels to express their satisfaction. Second they don't like something? They're hitting those forums.
It is actually a very small minority who go on forums to bash games they don't like. If you took every single person on here who has played or will play ESO (ignoring if they like it or not), it would still make up less than 1% of the entire ESO community.
Originally posted by azarrel I completly agree with Redhawk2006, and I would say that my experience with ESO was frustanting and without fun at all. This game was too much hyped and will be a probably fail. A lot of quests buged during the tests, meele classes had a great disvantage compared with mages, maps, inventory and a lot of others problem in gameplay... Very frustrated!!!!
Have fun in WoWstar Infinity Adventures! I don't go to game forums that I have 0 interest in to bash them.
Human nature I guess. The majority of people who are happy with a product never go near communication channels to express their satisfaction. Second they don't like something? They're hitting those forums.
It is actually a very small minority who go on forums to bash games they don't like. If you took every single person on here who has played or will play ESO (ignoring if they like it or not), it would still make up less than 1% of the entire ESO community.
Agreed and it's making some people look really stupid that even on a forum like these where one would think from the posts that ESO is horrible just about every poll that has been posted overwhelmingly is in support of the game. In every poll if it was a Presidential Election it would always be a landslide.
Originally posted by Redhawk2006akes me wonder why every developer isn't designing their games around this fun mechanic.
I can't think of anything more immersion-breaking in this game than going into an instance and having 20 people run by and kill every mob in the place with me running desperately behind them so I can tag the boss before she gets one-shoted by the herd.
Bag space always reveals the intention of a game. Like Age of Wushu where your bags actually expire every 3-5 days or whatever. Why would they make anything so unfun?
My suggestion would be to eliminate about half the items. No needing different stones for each of ten races, no mindless endless stacks of ingredients. What is the purpose of looting if you cant carry the items?
The soul gems and the bag space and the horses reveal this game already has a bailout f2p model in its back pocket, and they are probably going to need it.
That's what I fear as well. This game has a bad case of Cashopilitis where critical game areas like inventory and the ability to earn money have been hamstrung so that a cash shop solution can be implemented when the game goes f2p. I don't mind paying a sub fee normally, but I do mind when I pay a sub fee and get restrictions that are more galling than a b2p game like Guild Wars 2, where you start off with way more inventory than this and can easily purchase a comfortable amount for the equivalent of 3 or 4 months sub fee in this game.
That's where subjective comes in, and was my entire point, there's no real argument here it's all subjective, their reasons are their own, as are their reasons for disagreeing with your reasons, it goes round and round and round, there's no truth to come in and stop it....
Here's the problem. I recognize that different people have different opinions and different preferences in a game. There is something I like to call the "Courtesy of Credulity" where in any discussion I act as if I believe that people are being sincere and honest in everything they say, even if i secretly believe they are not. If you think everyone is a liar or act that way, no dialogue is possible and any discussion is pointless.
Unfortunately, given the amount of White Knighting and trolling that goes on in these forums, that courtesy begins to approach dangerously close to naivete. The usual pattern whenever anyone criticizes a game here is that one person will launch into a personal attack against the op or deny that any of the things the op says are real problems. After that a small legion of dittoheads will descend on the thread and repeat the personal attacks based on whatever the initial attack or comment was, and they will repeat the denials or criticisms of the op's points using the exact same arguments of everyone who came before them. This happens in almost every critical thread.
A particularly ridiculous example of this, even by the standards of this forum, is the huge number of people who attacked my credibility on the basis of my using the word "irregardless" as if that instantly disqualifies anything I have to say on any subject. Now the guy who first made that observation was not making a personal attack, not does he seem a troll or white knight. He was merely making an observation. But the comments that followed afterwards could not be more typical of the sort of thing I am describing here, and I would bet the family jewels that if that first guy hadn't noticed my use of the word, no one who commented here would have done so.
The idea that unlimited inventory is somehow immersion-breaking while constantly having to hassle with inventory is not seems absurd to me. This doesn't mean I am right and you are wrong, just that I am not seeing how this can be so. A rational argument as to WHY people feel that way, rather than just a naked assertion that it is "obvious" would go along way to helping me understand other people's point of view. I would also see it as a demonstration of sincerity in a thread where there has clearly been a lot of trolling, white knighting and irrational insinuations about my character and gaming preferences from a handful of participants.
I offered reasons why limited inventory is immersion killing for me and you are welcome to address what I actually said if you like. I can't speak for why anyone else finds unlimited inventory immersion killing and so far, no one has offered a reason why other than to assert it as if it is self-evident fact. I am willing to accept others opinions I just don't see anyone backing them with a real argument.
I have..others have. An over abundance of goods flooding the market (because everyone can loot everything without ever stopping) can cause the economy to become over saturated. Limiting the flow of goods can slow/prevent inflation.
No, limiting the flow of goods creates scarcity and causes inflation. Demand for crafted items is not unlimited, so there is a limit to how much people are willing to pay for crafted items "irregardless" of the prices of crafting mats. It depends more on the viability and availability of alternatives. The likelihood of being able to turn a profit with crafted items decreases with every increase in the cost of mats.
I do not agree with your "Yes and No" assessment of Guild Wars 2. I give it a resounding "no" if only by the example you gave.
There is no doubt the market was oversaturated with crafting mats in GW2, which caused these mats to be cheaper. Despite this, you still couldn't make money with crafted items, and a big part of the reason for that is that you have an economy with perfect knowledge of prices where everyone continuously undercuts everyone else, leading to deflation and thus lack of profits for crafted items. This is one of the primary causes of deflation in games.
This has absolutely ZERO to do with the inventory system. You forget that everyone can instantly list items on the AH from anywhere. if you took away the generous inventory for crafting mats the game has, people would just dump that stuff on the Ah creating even more saturation, and even more deflation in prices. In either case crippling game play to somehow control inflation or deflation makes no sense. There are easier and less intrusive way to do this.
As it is, a lot of people in the game hoard crafting mats due to the generous inventory, which means this stuff stays off the market and decreases supply, which would tend to increase prices, rather than decrease them. In any case i suspect it has little impact either way as the amount of goods hoarded is probably just a fraction of the amount of goods for sale. All it does is ensure that crafters can keep an adequate supply of crafting materials on hand without getting an aneurysm from micromanaging inventory, and I don't see where any serious crafter would regard that as a bad thing. Lack of inventory space kills crafting.
Edit: But as Distopia has stated...truly it is subjective no matter how we look at it.
Whether or not the inventory system causes crafted items to not be profitable is not a subjective matter. Your belief that unlimited inventory somehow killed the economy in GW2 is inconsistent with the facts of that game. I can see how what you perceive as a ruined economy might effect your enjoyment of the game. I don't see how that would wreck your immersion or ability to focus on other aspects of the game, unless this was the only aspect you cared about.
I don't see where meaningful gameplay like exploring, doing quests and WvW should be ruined just so people can have a better experience with the economy. The economy and inventory system are just tools to serve the game. The game should not be a tool to serve the economy and inventory system. That makes as much sense as ruining a housebuilding project so passerby can have fun playing with saws and hammers.
Those are just made up mechanics which make no sense at all.
And this is why I will always prefer F2P or Micro-transaction business models. Every single one of those issues (plus others) is nothing more then developmental obstacles used to keep you subscribed longer. In a F2P model you can alleviate most of these issues by monetizing the obstacles and hurdles.
So...if I understand you correctly you're saying that F2P is better because they leave in the time sinks and charge money to speed them up a bit?
Interesting perspective.
It's not necessarily better. It depends on how generous they are and whether you get value for your money. Star Trek Online charges you an arm and a leg for inventory and still doesn't give you enough inventory. But that game is arguably the worst cash shop rip off out there, as are most Perfect World games.
In GW2 it costs roughly $60 to max out your bank slots, but once you do so you won't have too much of a problem with inventory after that. That's the equivalent of 4 months sub fees in ESO. In this game you pay a sub fee and they still stiff you on inventory space, giving you even less free space than GW2 does even though this is how GW2 makes it's money.
In either game you have to or /have an option to grind for gold to increase to pay for inventory. But this takes time, and time is money.
If you play every day and have to spend an hour hassling with inventory and doing so kills your gameplay, that's 365 hours of hassle every year and a ruined game experience. If you could pay $60 to eliminate that hassle, at US minimum wage that's 8 hours worth of your labor. If you're an attorney making $180.00 an hour that's 20 minutes worth of your labor. Which is a more productive use of your time in the long run? Which enables you to escape the inventory grind right from the word go and which requires a gold grind before you can alleviate it and still fails to give you adequate inventory?
Our attorney in this example who can bill for $180.00 an hour would have to sacrifice 365 hours worth of billable time at $180.00 per hour managing inventory, which is $65,700 a year to play a game with limited inventory versus $60.00 to eliminate the problem once and for all. Which makes more sense?
Originally posted by Ppiper I agree with OP but Irregardless is not a word.
Irregardless is a word commonly used in place of regardless or irrespective, which has caused controversy since the early twentieth century, though the word appeared in print as early as 1795.[1] Most dictionaries[citation needed] list it as "nonstandard" or "incorrect".
I will have to disagree with you entirely. There is plenty of room already, unless you pick up every single thing you find in the world, which quite frankly isn't reasonable. First of all, there is no practical use for all the things you pick up. I say this because a very large portion of the things you pick up are crafting ingredients, and you can only realistically specialize in a few professions. You will probably end up selling more than half of it, while another portion rots in your inventory. Trying to be everything at the same time simply is not what this game encourages, especially due to its skill system.
Picking up everything you loot is perfectly reasonable. Looting is how you make money in MMO games. It is foolish to leave valuable loot on the ground and even more foolish to force people to do so as a means of controlling the economy, which in fact has nothing to do with this failed mechanic anyway. Inventory management hassles are included in this game to serve as a tedious time sink substitute for real content and as a hook for a future f2p cash shop item.
On the other hand, you may be trying to hoard everything to flood the economy for your own personal gain, but that messes with the economy as a whole because if players don't have to take their inventory space into account, then they can grab anything and everything, causing the supply to far outweigh the demand. Furthermore, you talk about immersion, but I believe an infinite amount of inventory space would make for a far less believable and realistic experience for obvious reasons, thus diminishing immersion, and making ESO feel much more like a game.
What "obvious" reasons? It is believable to be able to be able to carry 120 steel breastplates in your pocket but 1000 would suddenly destroy immersion? That makes no sense. It's a fantasy world and you can basically paint anything you want into it. It takes a real effort of will to allow something that never intrudes on your play time to somehow ruin your game experience, while denying that intrudes on your game play every hour or forces you into a strait-jacketed style of play is non-immersion killing.
Again, I will have to disagree. Repair costs serve an immensely influential factor within a game's economy, which is the fluctuation of gold. If there is no way for players to lose gold, then prices soar in order to take advantage of the greater buying power.
There needs to be mechanisms that control, at least to a certain extent, how much gold is in the economy, or else there is no way to fight inflation.
You're contradicting yourself. One minute you're saying we need to restrict the availability of crafting mats to keep prices from falling, and the next you are saying we need to have money sinks to keep prices from rising. Which is it?
Inflation is not caused by players having too much money. This is a myth. It is caused by scarcity. The supply of goods is theoretically almost unlimited, as is the supply of money. But demand is limited regardless of how much money people have because there is only so much gear you can buy before any reasonable need for gear is satisfied.
The sole purpose of money sinks is to make you grind for gold and increase the time you play the game. The idea of taking your money away to save it from being devalued by inflation makes as much sense as destroying villages to save them from communism. Whether your ability to purchase what you want is destroyed by endless money sinks or by inflation amounts to the same thing. Inflation IS a gold sink. Except that inflation can be easily and unobtrusively controlled in games with price caps, just as GW2 controls deflation with price floors (can't sell items in AH for less than vendor price). There is no need to restrict money at all.
Furthermore, it creates downtime within the game, which is also important to control pacing.
That's another way of saying "grind" but thanks for making my point. Players don't want "downtime" they want to get in the game and have fun.
Again, this feature serves a critical purpose within ESO's gameplay, and I will have to disagree with your point. If resurrection were to be costless, a group of keep attackers in AvA would always win against defenders through attrition, as they would keep resurrecting their players while constantly beating down on the keep's defenses. Furthermore, in PvE this would allow smart groups of players to never wipe, unless the content was so brutally hard that this mechanic would have to be abused in order to get past encounters.
In WoW BGs, there were no death penalties, and players could rez at nearby graveyards to continuously put pressure on each other's teams. This made for incredibly intense battles where you had to keep on fighting off reinforcements while getting more of your own into the fight until one side or the other broke. Contrast this with GW2 where you have massive zergs running around ROFL stomping smaller groups in seconds and then you have to run halflway across the world to find a fight only to experience the ROFL stomp again, which is no fun on the receiving or the delivering end.
It was rare on my sever to have solid, toe-to-toe fights with equal groups which is why there was such a demand for unsanctioned Guild vs Guild combats with equal groups in WvW. But for toe-to-toe fights to happen and last a reasonable time, you needed the ability to rez people and keep them in the fight. Those were the few times combat was ever "epic" in that game and fights that are over in seconds due to a lack of rezzing or numbers are scarcely worth the real estate you have to traverse to get to them.
With all I have read, I strongly recommend you try Guild Wars 2 (unless you have, in which case you should stick to it). The things you desire will never happen in ESO, as their design philosophy throughout all game systems has made this clear enough. I'm sorry, but if these things make or break your opinion of the game, then it is probably not for you.
I have, and I am not a fanboi who can't see the pros and cons of that game for what they are. The inventory system was excellent and unobtrusive as it should be, but you did have to pay for space. WvW needed to be something more than a zergfest and door-bashing borefest. Death penalties will keep people from fighting to the death or taking risks just like in GW2, and RvR will be stale as hell because of it.
Most of the old school ideas, like inventory management, repair bills, death penalties, quest givers that send you back and forth like a ping-pong ball... all of this serves one purpopse. It makes things take longer to accomplish. Remember, TESO is a subscription game. The longer they can make it take for you to finish their content, the more months of revenue they get from you. It really is that simple.
Dude stop repeating things that you heard from people who didn't know what they were talking about.
And for anyone else listening.
This is the thought process of a person that should not be playing or even talking about MMORPG's.
This is the guy who wants to play checkers with all Kings from the start.
The guy who always wants a Mulligan but doesn't even know how to ask for it because the word Mulligan is harder to remember than the phrase "Do-Over".
And yes, the exact same kind of guy who is responsible for the current trend of giving away high leveled characters in order to play games that actually have enough bug free content in them to actually keep someone entertained for a good amount of time.
And do you know why they are giving away the level 90 characters? Because this same guy who wants to talk about how he is being stalled by the subtle "tricks" and "traps" of the subscription titles is also the same guy who, when faced with actual content that he COULD level through without a bunch of stalling, STILL WON'T LEVEL THROUGH IT BECAUSE, in his opinion, IT TAKES TOO LONG.
Well riddle me this smart guy. Following your SUPER brilliant breakdown of how all of the subscription games are stealing your money, explain to me exactly how the game should work in a fashion that you would approve of. Because it sounds to me like you would rather play a game that doesn't have any challenges in it at all. And I have to ask you, the OP, or anyone else who wants to play a game like that......
What's the point?
Even Tic Tac Toe has a time requirement. You also can not play it without equipment and at least a little bit of brainpower. So what in the world are you guys asking for? And with all of these games out here on the market, why haven't you found it? Why are you even here in this string talking about anything? Doesn't the whole "click to reply" thing just piss you off?
You guys should have played Everquest in 1999 that was hardship. Even copper coins weighed you down. If you were a monk you could not even loot all the lovely platinum weapons to sell cos they weighed a tonne.
The things you complain about these day my god what trivial nonsense.
First and last AAA game that had it.
It says a lot.
And you forgot: you used to walk BOTH ways....UPHILL!
in the snow..... in the snow as well.
You know, in EVE when you install armor plating it impacts the nimbleness of your ship response, so there are still games that use the concept of mass impairing mobility.
DAOC has the weight mechanic, weight of your gear plus weight of looted items can impair you to the point of being stuck in one place, so no, EQ wasn't the only title to use it.
Wasn't until WOW came along that the mechanic was largely done away with, yet another reason modern MMO's are shallow.
The over emphasis on convenience has just ruined not only the games, but the gamer's themselves. No character these days.
You missed "AAA" part of my post.
Those mechanics are FINE for NICHE games, but making annoying not fun mechanics for mainstream MMO that hopes to have million or more subs....big no no.
Remember...consoles
Also, in my long MMO years i learned that "Deep" translated to MMO means: utterly annoying meanigless artificially prolonged mechanics
Most of the old school ideas, like inventory management, repair bills, death penalties, quest givers that send you back and forth like a ping-pong ball... all of this serves one purpopse. It makes things take longer to accomplish. Remember, TESO is a subscription game. The longer they can make it take for you to finish their content, the more months of revenue they get from you. It really is that simple.
Dude stop repeating things that you heard from people who didn't know what they were talking about.
And for anyone else listening.
This is the thought process of a person that should not be playing or even talking about MMORPG's.
This is the guy who wants to play checkers with all Kings from the start.
The guy who always wants a Mulligan but doesn't even know how to ask for it because the word Mulligan is harder to remember than the phrase "Do-Over".
And yes, the exact same kind of guy who is responsible for the current trend of giving away high leveled characters in order to play games that actually have enough bug free content in them to actually keep someone entertained for a good amount of time.
And do you know why they are giving away the level 90 characters? Because this same guy who wants to talk about how he is being stalled by the subtle "tricks" and "traps" of the subscription titles is also the same guy who, when faced with actual content that he COULD level through without a bunch of stalling, STILL WON'T LEVEL THROUGH IT BECAUSE, in his opinion, IT TAKES TOO LONG.
Well riddle me this smart guy. Following your SUPER brilliant breakdown of how all of the subscription games are stealing your money, explain to me exactly how the game should work in a fashion that you would approve of. Because it sounds to me like you would rather play a game that doesn't have any challenges in it at all. And I have to ask you, the OP, or anyone else who wants to play a game like that......
What's the point?
Even Tic Tac Toe has a time requirement. You also can not play it without equipment and at least a little bit of brainpower. So what in the world are you guys asking for? And with all of these games out here on the market, why haven't you found it? Why are you even here in this string talking about anything? Doesn't the whole "click to reply" thing just piss you off?
I mean it's such a time sink right? As if.....
I know you're just a flaiming troll, but I'll go ahead and reply anyways.
I don't mind games taking a long time, in fact it's a good thing. I have no desire to hit the level cap in 30 days. However, I would prefer that the time involved in playing the game is actually time spent PLAYING the game. To anyone with an attention span of more than 30 seconds, the majority of the mechanics in modern MMO's are clearly designed to waste your time, not to make the game more immersive or enjoyable.
So, let me give a few examples. How many MMO's have quest chains that make you into a glorified messenger boy, sending you halfway across the map to talk to another NPC who will then have you do something trivial, and then make you return to the first NPC again. This "ping pong" quest design does nothing to make the quests more interesting, to make you more involved the game world, or even to make you feel heroic. It does, however, eat up a substantial amount of time by forcing you to plod back and forth across the map.
Another classic example is vendor trash. Most modern games even mark it as such, by color coding the items you loot. You know perfectly well that anything below blue or green is junk that you won't ever use, and you know you're going to sell it as soon as you get back to town. So, what's the purpose of generating all this garbage loot that simply gets turned into coins by the nearest vendor? It sucks up time. You have a limited inventory space, and that means when you loot all this junk, it fills up your bags. You then get to either waste time travelling to town and selling it, or waste time manually discarding it so you can pick up more useful/valuable loot.
Repair bills and death penalties are a staple of old school MMO's. Are they realistic? Are they there to help you be immersed in the game world? No. If repairs were realistic, you'd have to hand your gear over to a vendor at the end of your gaming session and get it back the next day, real-time. If death were realistic, you'd have perma-death and roll a new character. Instead, repairs cost money because it takes time to generate money, and that makes it a time sink. Death causes you to incur repair expenses, possibly lose experience, possibly lose items... all of which set you back and force you to play longer to continue consuming content.
Why do they want you to have to take longer to consume content? Because they have to generate it all, and a few dozen coders and artists can't generate content fast enough to keep up with the rate players consume it. If a subscription based MMO were to eliminate all these time sinks, players would do every quest, read every story arc, and hit the level cap in a week, and then get bored of "endgame" within a month or two. That doesn't generate a good enough ROI to please the investors.
I understand your anger. You fail to understand the difference between a challenging game that takes time to complete because it is actually a challenge, and one that takes time to complete because of all the time sinks put in your way. I would like a game that takes time to work through, because the AI is smart enough to make me have to plan and think ahead, because the quests require me to use my brain to solve puzzles or mysteries, and because the game feels like an epic quest. I do NOT want it to take a long time because I have to keep running back to town to sell junk, or because I have to wait for some quest objective to respawn, or because I need to sit in a dungeon queue and wait for the right group of players to be online at once to grind through the dungeon for the 300th time.
1. Why ESO will not have an unlimited inventory: Being an online game, certain factors need to be taken into account. First, if players can loot an infinite amount of items, then the server will eventually struggle to keep track of every single thing present within the game world. Every single item represents a piece of information, and the load would be increasingly overwhelming for the server to keep track. Furthermore, infinite inventories would discourage trading because players would be hoarding everything. This in turn would greatly diminish player interaction within an online game and would stagnate the economy.
2. Why ESO will never have free repair costs: Repair costs in ESO are a form of gold sink, which keeps the economy in check by preventing inflation. If there are no gold sinks, the economy crumbles because there are no means of removing gold from the system. Furthermore, repair costs serve as an incentive to avoid death by making it sting a little.
3. Why ESO will never have free, on-the-spot resurrections: One of the game's main features is AvA, where sides wage war over the control of keeps. These keeps have hit points, and if attackers can keep resurrecting effortlessly on-the-spot, the keep will eventually be destroyed through attrition. This makes defending keeps an absolute nightmare and an exercise in futility, which leads to keep trading. An on-the-spot, free resurrection system also trivializes PvE because groups of players can keep rezing each other, so they never wipe.
You have two options here: Either you adapt and try to enjoy the game or you don't, in which case you look elsewhere. I do not know of any MMORPG that has unlimited inventory slots, so you might be hard pressed there.
Comments
1. They just added inv / bank slots and you can buy more slots for gold in your starting alliance town I had bought up to 70 slots this beta still little low but mangable.
2. ya repairing sucks as long as it stays cheaper than gold you get from killing its a common hassel not a deal breaker but hopefully it isnt to expensive at max level gear like some games have done in the past..
3. These arent that bad its just a gold sink, you can buy them pre filled in your alliance town for every lvl 1-50+ for not to much gold just another gold sink hassel.. Also 2 note when it comes to soul drain skill you need it on your bar if you want level 10 world magic to get the ultimate which rocks but if you dont want it just buy pre filled gems :P
Gold is going to be very important in Live Eso which isnt necessarily a bad thing as long as there are ways to make it etc but ya its def a factor.
Ruin the game is a bit of an overstatement to say the least.
I agree some of the stuff currently sucks but that's what MMOs do: they evolve to become better.
So long as the foundation is solid and the content teams stay hard at work (two things lacking in MMOs badly these days) then there's no reason stuff like this won't be addressed in the very near future making the game even better.
Design choices can be tough really. Something that sounds amazing on paper often doesn't translate to the real world. Problem is then you're stuck down a road with a system where that design choice isn't actually so great but you can't dedicate another 300 hours of dev time to fix it right now, so it gets left until later. (AKA Soul gem system. Trivializing them to drop constantly full would be an equal disaster so there is no quick immediate fix)
Not to poke fun , but seriously lets copy and paste forums/subjects/complaints/complements from the last 4 years of mmo releases and nothing has changed in these regards...
find a game you like have fun with it or move on. there are games where certain mechanics i dont like or detest, but the rest of the game i enjoy so i focus on those parts.
i played in weekend betas for one and half weekend
1. the inventory was ok, and pretty well organized
2. every MMO needs a money sink mechanic, they choose this one which is ok.
3. yes i agree this soul crap doesnt offer any depth, only lost space in your inventory and inability to res people and if you add their finders keeper mechanic for chests and gathering you have the mechanics for a pretty antisocial MMORPG .
Reasonable or not, it is still a hypothetical situation. And there are few things I hate more than self proclaimed prophecies with slack-jawed plebeians squabbling "I told you so's" in its wake.
If your biggest gripe is qol features then this mmo is in really good shape. Most qol gets put in as the game matures.
Have fun in WoWstar Infinity Adventures! I don't go to game forums that I have 0 interest in to bash them.
I completely agree with you
but you also left out the lack of action bars we only have 5-6 slots for our abilities and a slot for potions, i'd prefer action bars that i can customize how many bars and which way they are on the screen like Rift and WoW had.
also left out about BUYING bag spaces with gold in game and the price goes up and the slots don't really help given if its 2,3,4 slots going from 200 to 2000 gold is a hell of a jump.
inventory space and bag space are crucial in any game and more so with MMO games since at some point everybody does end up carrying extra weapons and armor and you could say 1/4 of your bag space is taken up by your alternate equipment like during the beta i kept getting armor and weapons while questing and some was going to be dismantled for crafting materials and some gear was situational like rings,necklaces ect .
the soul gems and spell for that didn't bother me so much as the enchanting was a pain in the ass to learn and the runes were hard to find for me at least.
Human nature I guess. The majority of people who are happy with a product never go near communication channels to express their satisfaction. Second they don't like something? They're hitting those forums.
It is actually a very small minority who go on forums to bash games they don't like. If you took every single person on here who has played or will play ESO (ignoring if they like it or not), it would still make up less than 1% of the entire ESO community.
Agreed and it's making some people look really stupid that even on a forum like these where one would think from the posts that ESO is horrible just about every poll that has been posted overwhelmingly is in support of the game. In every poll if it was a Presidential Election it would always be a landslide.
There Is Always Hope!
Immersion
3. state of being deeply engaged or involved; absorption.
http://dictionary.reference.com/browse/immersion
Which is precisely how I am using the word.
That's what I fear as well. This game has a bad case of Cashopilitis where critical game areas like inventory and the ability to earn money have been hamstrung so that a cash shop solution can be implemented when the game goes f2p. I don't mind paying a sub fee normally, but I do mind when I pay a sub fee and get restrictions that are more galling than a b2p game like Guild Wars 2, where you start off with way more inventory than this and can easily purchase a comfortable amount for the equivalent of 3 or 4 months sub fee in this game.
Here's the problem. I recognize that different people have different opinions and different preferences in a game. There is something I like to call the "Courtesy of Credulity" where in any discussion I act as if I believe that people are being sincere and honest in everything they say, even if i secretly believe they are not. If you think everyone is a liar or act that way, no dialogue is possible and any discussion is pointless.
Unfortunately, given the amount of White Knighting and trolling that goes on in these forums, that courtesy begins to approach dangerously close to naivete. The usual pattern whenever anyone criticizes a game here is that one person will launch into a personal attack against the op or deny that any of the things the op says are real problems. After that a small legion of dittoheads will descend on the thread and repeat the personal attacks based on whatever the initial attack or comment was, and they will repeat the denials or criticisms of the op's points using the exact same arguments of everyone who came before them. This happens in almost every critical thread.
A particularly ridiculous example of this, even by the standards of this forum, is the huge number of people who attacked my credibility on the basis of my using the word "irregardless" as if that instantly disqualifies anything I have to say on any subject. Now the guy who first made that observation was not making a personal attack, not does he seem a troll or white knight. He was merely making an observation. But the comments that followed afterwards could not be more typical of the sort of thing I am describing here, and I would bet the family jewels that if that first guy hadn't noticed my use of the word, no one who commented here would have done so.
The idea that unlimited inventory is somehow immersion-breaking while constantly having to hassle with inventory is not seems absurd to me. This doesn't mean I am right and you are wrong, just that I am not seeing how this can be so. A rational argument as to WHY people feel that way, rather than just a naked assertion that it is "obvious" would go along way to helping me understand other people's point of view. I would also see it as a demonstration of sincerity in a thread where there has clearly been a lot of trolling, white knighting and irrational insinuations about my character and gaming preferences from a handful of participants.
No, limiting the flow of goods creates scarcity and causes inflation. Demand for crafted items is not unlimited, so there is a limit to how much people are willing to pay for crafted items "irregardless" of the prices of crafting mats. It depends more on the viability and availability of alternatives. The likelihood of being able to turn a profit with crafted items decreases with every increase in the cost of mats.
There is no doubt the market was oversaturated with crafting mats in GW2, which caused these mats to be cheaper. Despite this, you still couldn't make money with crafted items, and a big part of the reason for that is that you have an economy with perfect knowledge of prices where everyone continuously undercuts everyone else, leading to deflation and thus lack of profits for crafted items. This is one of the primary causes of deflation in games.
This has absolutely ZERO to do with the inventory system. You forget that everyone can instantly list items on the AH from anywhere. if you took away the generous inventory for crafting mats the game has, people would just dump that stuff on the Ah creating even more saturation, and even more deflation in prices. In either case crippling game play to somehow control inflation or deflation makes no sense. There are easier and less intrusive way to do this.
As it is, a lot of people in the game hoard crafting mats due to the generous inventory, which means this stuff stays off the market and decreases supply, which would tend to increase prices, rather than decrease them. In any case i suspect it has little impact either way as the amount of goods hoarded is probably just a fraction of the amount of goods for sale. All it does is ensure that crafters can keep an adequate supply of crafting materials on hand without getting an aneurysm from micromanaging inventory, and I don't see where any serious crafter would regard that as a bad thing. Lack of inventory space kills crafting.
Whether or not the inventory system causes crafted items to not be profitable is not a subjective matter. Your belief that unlimited inventory somehow killed the economy in GW2 is inconsistent with the facts of that game. I can see how what you perceive as a ruined economy might effect your enjoyment of the game. I don't see how that would wreck your immersion or ability to focus on other aspects of the game, unless this was the only aspect you cared about.
I don't see where meaningful gameplay like exploring, doing quests and WvW should be ruined just so people can have a better experience with the economy. The economy and inventory system are just tools to serve the game. The game should not be a tool to serve the economy and inventory system. That makes as much sense as ruining a housebuilding project so passerby can have fun playing with saws and hammers.
Philosophy of MMO Game Design
Nah. I've said my peace.
It's not necessarily better. It depends on how generous they are and whether you get value for your money. Star Trek Online charges you an arm and a leg for inventory and still doesn't give you enough inventory. But that game is arguably the worst cash shop rip off out there, as are most Perfect World games.
In GW2 it costs roughly $60 to max out your bank slots, but once you do so you won't have too much of a problem with inventory after that. That's the equivalent of 4 months sub fees in ESO. In this game you pay a sub fee and they still stiff you on inventory space, giving you even less free space than GW2 does even though this is how GW2 makes it's money.
In either game you have to or /have an option to grind for gold to increase to pay for inventory. But this takes time, and time is money.
If you play every day and have to spend an hour hassling with inventory and doing so kills your gameplay, that's 365 hours of hassle every year and a ruined game experience. If you could pay $60 to eliminate that hassle, at US minimum wage that's 8 hours worth of your labor. If you're an attorney making $180.00 an hour that's 20 minutes worth of your labor. Which is a more productive use of your time in the long run? Which enables you to escape the inventory grind right from the word go and which requires a gold grind before you can alleviate it and still fails to give you adequate inventory?
Our attorney in this example who can bill for $180.00 an hour would have to sacrifice 365 hours worth of billable time at $180.00 per hour managing inventory, which is $65,700 a year to play a game with limited inventory versus $60.00 to eliminate the problem once and for all. Which makes more sense?
Irregardless is a word commonly used in place of regardless or irrespective, which has caused controversy since the early twentieth century, though the word appeared in print as early as 1795.[1] Most dictionaries[citation needed] list it as "nonstandard" or "incorrect".
Picking up everything you loot is perfectly reasonable. Looting is how you make money in MMO games. It is foolish to leave valuable loot on the ground and even more foolish to force people to do so as a means of controlling the economy, which in fact has nothing to do with this failed mechanic anyway. Inventory management hassles are included in this game to serve as a tedious time sink substitute for real content and as a hook for a future f2p cash shop item.
What "obvious" reasons? It is believable to be able to be able to carry 120 steel breastplates in your pocket but 1000 would suddenly destroy immersion? That makes no sense. It's a fantasy world and you can basically paint anything you want into it. It takes a real effort of will to allow something that never intrudes on your play time to somehow ruin your game experience, while denying that intrudes on your game play every hour or forces you into a strait-jacketed style of play is non-immersion killing.
You're contradicting yourself. One minute you're saying we need to restrict the availability of crafting mats to keep prices from falling, and the next you are saying we need to have money sinks to keep prices from rising. Which is it?
Inflation is not caused by players having too much money. This is a myth. It is caused by scarcity. The supply of goods is theoretically almost unlimited, as is the supply of money. But demand is limited regardless of how much money people have because there is only so much gear you can buy before any reasonable need for gear is satisfied.
The sole purpose of money sinks is to make you grind for gold and increase the time you play the game. The idea of taking your money away to save it from being devalued by inflation makes as much sense as destroying villages to save them from communism. Whether your ability to purchase what you want is destroyed by endless money sinks or by inflation amounts to the same thing. Inflation IS a gold sink. Except that inflation can be easily and unobtrusively controlled in games with price caps, just as GW2 controls deflation with price floors (can't sell items in AH for less than vendor price). There is no need to restrict money at all.
That's another way of saying "grind" but thanks for making my point. Players don't want "downtime" they want to get in the game and have fun.
In WoW BGs, there were no death penalties, and players could rez at nearby graveyards to continuously put pressure on each other's teams. This made for incredibly intense battles where you had to keep on fighting off reinforcements while getting more of your own into the fight until one side or the other broke. Contrast this with GW2 where you have massive zergs running around ROFL stomping smaller groups in seconds and then you have to run halflway across the world to find a fight only to experience the ROFL stomp again, which is no fun on the receiving or the delivering end.
It was rare on my sever to have solid, toe-to-toe fights with equal groups which is why there was such a demand for unsanctioned Guild vs Guild combats with equal groups in WvW. But for toe-to-toe fights to happen and last a reasonable time, you needed the ability to rez people and keep them in the fight. Those were the few times combat was ever "epic" in that game and fights that are over in seconds due to a lack of rezzing or numbers are scarcely worth the real estate you have to traverse to get to them.
I have, and I am not a fanboi who can't see the pros and cons of that game for what they are. The inventory system was excellent and unobtrusive as it should be, but you did have to pay for space. WvW needed to be something more than a zergfest and door-bashing borefest. Death penalties will keep people from fighting to the death or taking risks just like in GW2, and RvR will be stale as hell because of it.
Dude stop repeating things that you heard from people who didn't know what they were talking about.
And for anyone else listening.
This is the thought process of a person that should not be playing or even talking about MMORPG's.
This is the guy who wants to play checkers with all Kings from the start.
The guy who always wants a Mulligan but doesn't even know how to ask for it because the word Mulligan is harder to remember than the phrase "Do-Over".
And yes, the exact same kind of guy who is responsible for the current trend of giving away high leveled characters in order to play games that actually have enough bug free content in them to actually keep someone entertained for a good amount of time.
And do you know why they are giving away the level 90 characters? Because this same guy who wants to talk about how he is being stalled by the subtle "tricks" and "traps" of the subscription titles is also the same guy who, when faced with actual content that he COULD level through without a bunch of stalling, STILL WON'T LEVEL THROUGH IT BECAUSE, in his opinion, IT TAKES TOO LONG.
Well riddle me this smart guy. Following your SUPER brilliant breakdown of how all of the subscription games are stealing your money, explain to me exactly how the game should work in a fashion that you would approve of. Because it sounds to me like you would rather play a game that doesn't have any challenges in it at all. And I have to ask you, the OP, or anyone else who wants to play a game like that......
What's the point?
Even Tic Tac Toe has a time requirement. You also can not play it without equipment and at least a little bit of brainpower. So what in the world are you guys asking for? And with all of these games out here on the market, why haven't you found it? Why are you even here in this string talking about anything? Doesn't the whole "click to reply" thing just piss you off?
I mean it's such a time sink right? As if.....
You missed "AAA" part of my post.
Those mechanics are FINE for NICHE games, but making annoying not fun mechanics for mainstream MMO that hopes to have million or more subs....big no no.
Remember...consoles
Also, in my long MMO years i learned that "Deep" translated to MMO means: utterly annoying meanigless artificially prolonged mechanics
I know you're just a flaiming troll, but I'll go ahead and reply anyways.
I don't mind games taking a long time, in fact it's a good thing. I have no desire to hit the level cap in 30 days. However, I would prefer that the time involved in playing the game is actually time spent PLAYING the game. To anyone with an attention span of more than 30 seconds, the majority of the mechanics in modern MMO's are clearly designed to waste your time, not to make the game more immersive or enjoyable.
So, let me give a few examples. How many MMO's have quest chains that make you into a glorified messenger boy, sending you halfway across the map to talk to another NPC who will then have you do something trivial, and then make you return to the first NPC again. This "ping pong" quest design does nothing to make the quests more interesting, to make you more involved the game world, or even to make you feel heroic. It does, however, eat up a substantial amount of time by forcing you to plod back and forth across the map.
Another classic example is vendor trash. Most modern games even mark it as such, by color coding the items you loot. You know perfectly well that anything below blue or green is junk that you won't ever use, and you know you're going to sell it as soon as you get back to town. So, what's the purpose of generating all this garbage loot that simply gets turned into coins by the nearest vendor? It sucks up time. You have a limited inventory space, and that means when you loot all this junk, it fills up your bags. You then get to either waste time travelling to town and selling it, or waste time manually discarding it so you can pick up more useful/valuable loot.
Repair bills and death penalties are a staple of old school MMO's. Are they realistic? Are they there to help you be immersed in the game world? No. If repairs were realistic, you'd have to hand your gear over to a vendor at the end of your gaming session and get it back the next day, real-time. If death were realistic, you'd have perma-death and roll a new character. Instead, repairs cost money because it takes time to generate money, and that makes it a time sink. Death causes you to incur repair expenses, possibly lose experience, possibly lose items... all of which set you back and force you to play longer to continue consuming content.
Why do they want you to have to take longer to consume content? Because they have to generate it all, and a few dozen coders and artists can't generate content fast enough to keep up with the rate players consume it. If a subscription based MMO were to eliminate all these time sinks, players would do every quest, read every story arc, and hit the level cap in a week, and then get bored of "endgame" within a month or two. That doesn't generate a good enough ROI to please the investors.
I understand your anger. You fail to understand the difference between a challenging game that takes time to complete because it is actually a challenge, and one that takes time to complete because of all the time sinks put in your way. I would like a game that takes time to work through, because the AI is smart enough to make me have to plan and think ahead, because the quests require me to use my brain to solve puzzles or mysteries, and because the game feels like an epic quest. I do NOT want it to take a long time because I have to keep running back to town to sell junk, or because I have to wait for some quest objective to respawn, or because I need to sit in a dungeon queue and wait for the right group of players to be online at once to grind through the dungeon for the 300th time.
1. Why ESO will not have an unlimited inventory: Being an online game, certain factors need to be taken into account. First, if players can loot an infinite amount of items, then the server will eventually struggle to keep track of every single thing present within the game world. Every single item represents a piece of information, and the load would be increasingly overwhelming for the server to keep track. Furthermore, infinite inventories would discourage trading because players would be hoarding everything. This in turn would greatly diminish player interaction within an online game and would stagnate the economy.
2. Why ESO will never have free repair costs: Repair costs in ESO are a form of gold sink, which keeps the economy in check by preventing inflation. If there are no gold sinks, the economy crumbles because there are no means of removing gold from the system. Furthermore, repair costs serve as an incentive to avoid death by making it sting a little.
3. Why ESO will never have free, on-the-spot resurrections: One of the game's main features is AvA, where sides wage war over the control of keeps. These keeps have hit points, and if attackers can keep resurrecting effortlessly on-the-spot, the keep will eventually be destroyed through attrition. This makes defending keeps an absolute nightmare and an exercise in futility, which leads to keep trading. An on-the-spot, free resurrection system also trivializes PvE because groups of players can keep rezing each other, so they never wipe.
You have two options here: Either you adapt and try to enjoy the game or you don't, in which case you look elsewhere. I do not know of any MMORPG that has unlimited inventory slots, so you might be hard pressed there.