Game Design Details - Suggestions & Wish List

Post » Wed Feb 26, 2014 2:39 pm

"As a gamer, the one thing that keeps me engaged is the game world itself. And one way to improve the game environment, is to add details that help the gamer immerse into the world that they are a part of.

From bugs above the water indicating a good spot for fishing, to the small note found next to the looted caravan. Its these little things that significantly improve the gaming experience, and makes exploring the world more fun. Its all in the details.

Now my question to all of you is: What details would you like to see in The Elder Scrolls Online?

Let me start with a few of my own wishes:

1. Wild life is responsive to player presence, and acts accordingly e.g. a deer running away when a player comes too close.

2. Players are able to customise the way they walk.

3. Players are able to customise the way they hold their weapon.

Note: As a martial artist i am constantly looking at posture, stances and movement, and i believe 2 and 3 would further improve character uniqueness.

4. Every single character in the world has a small core (or ball) inside the character model, which allows collision detection, without the annoyance of having the entire player model able to block a certain path. A small core inside the model should increase the sense of actually fighting a physical being.

Now, please understand that i am not a programmer. This is merely an idea i had after hearing complaints about being able to "walk right through" enemy characters. With developers stating that it is because they do not want players to troll others by blocking paths. Now a small core would still allow collision, but not allow blocking, as it would simply be too small.

5. The ability to collect books and take them with you. I thoroughly enjoyed Skyrim's many books and 3D models of every single item. Now imagine your own instanced player house, with a book shelf. Lovely isn't it.

6. The ability to name your crafted weapons.

7. The ability to name your horse.

8. The ability to sit down on a chair. With good posture, of course. I know you're slouched while reading this... straighten your back, and tighten your abdominals."

Im not English, so my sincere apologies for any grammatical errors. (Im Orsimer)

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Christine Pane
 
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Post » Wed Feb 26, 2014 6:27 pm

You're ideas are sound and interesting, but i doubt they'll be implemented this late in the stage of things. I particularily like the idea to name your weapons.

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CRuzIta LUVz grlz
 
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Post » Thu Feb 27, 2014 3:04 am

Lots and lots of updates coming down the pike though. The game is not finished at launch.

Having said that, some of this stuff is a lot more likely to be added than others ;)

As for the collision detection suggestion, the main problem isn't so much griefing; it's performance. Calculating whether a collision has occurred isn't going to be any easier for a small object than a large object; it will still cause latency and FPS drop. So I don't think that resolves the issue with CD in PvP.

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Stephanie Nieves
 
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Post » Wed Feb 26, 2014 11:46 pm

I think it is not related to performance but the ability to reliably show where players are.

Assume two characters A and B standing 1m.

When both click on W then information reaches server that can calculate new positions and if they overlap server needs to send information back that they can not move any further.

This is in case of perfect world but any network delay might cause effect that one of the players move and second does not (from the server point of view) - and after that what can be done: some "magical" fixes to synchronize both players.

In case of player vs world overlaps the situation is much easier because CD can be initially checked on client side and it does not even require server to compute, the server CD detection is needed but only to detect situations when someone hacks code and moves without CD on client side.

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Alister Scott
 
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