The problem is immersion.

Post » Fri Feb 14, 2014 2:47 pm

The thing is, your suggestions for changes are to instill a challenge for you and your playstyle. For others, their idea of a challenge has nothing to do with how easy or hard dying is. MMO's are hard to balance for everyone. It seems that ESO is focusing their idea of challenge on the approach to group questing/dungeons and PVP.

There is a reason many MMO's abandoned these types of penalties in their games. If it was something that the majority of people felt was necessary to add depth and challenge, they would have revisited it. However, they haven't, and I think that says something about how a new generation of gamers have been playing.

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leigh stewart
 
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Post » Fri Feb 14, 2014 2:55 pm

That's when a ress comes in as a nice loop hole assuming you have friends nearby.

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brenden casey
 
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Post » Fri Feb 14, 2014 3:55 pm

Sounds pretty immersive to me.

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Steven Hardman
 
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Post » Fri Feb 14, 2014 2:26 pm

I would much rather succeed without having to fail to do so. kind of pointless really.

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Charity Hughes
 
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Post » Fri Feb 14, 2014 5:58 am

As for PvP death penalties: I liked the implementation EQ used on the Sullon Zek server, where you could loot all the gold on an enemy player's corpse. You could also store your money in the bank, so there were precautions you could take, but you had a fairly high risk to lose your freshly earned gold when returning from a dungeon. You never lost any of your hard-earned items, though.

Corpse runs in PvE to get your gear back were an interesting death penalty, but where EQ failed in the execution was that your corpse would disappear on a server reset. So if you just happened to die at the wrong time, you'd lose everything.

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Lucky Girl
 
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Post » Fri Feb 14, 2014 6:21 am

Hey thanks to everybody for taking part in this discussion. Even if we all don't necessarily agree I'm happy to see there are no shortage of opinions.

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Elea Rossi
 
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Post » Fri Feb 14, 2014 3:09 pm

Very good point. One I can't help but agree with.

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Antony Holdsworth
 
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Post » Fri Feb 14, 2014 8:57 am

I would have no problem with a stiffer dealth penalty.But the naked corpse runs, sry at this point in my life i would probably just log out.

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Marcus Jordan
 
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Post » Fri Feb 14, 2014 4:20 pm


Hai.

Only you'll get flamed to death for actually trying make the game better here for everyone. ZOS designed a themepark on rails for WoW casual crowd. It's part of the reason I hope this game bombs so AAA designers might actually learn to stop making the same damn game based on fictional markets.

It's not like you'll even encounter anything in the game that will kill you, especially when you steamroll with a group.

Well OP, I like your ideas.
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victoria johnstone
 
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Post » Fri Feb 14, 2014 3:05 pm

yeah because dying and instantly coming back to life like nothing happened is great for immersion. i love how people are very selective with their "immersion"

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Shannon Marie Jones
 
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Post » Fri Feb 14, 2014 3:36 am

That's how I feel. Thank you kind sir.

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MR.BIGG
 
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Post » Fri Feb 14, 2014 5:36 pm

You want maschism not immersion lol.

Combat is impossible to do it skyrim-like, you have skills now, and due to NORMAL delay (not even counting lag) you need a soft targetting, but I think it should be a little less for the ranged characters, the window is too big atm.

Open world, not gonna explain again, it is open, more than any MMO i've played thats for sure and its worth exploring as well.

Faction wise I would agree on a system that allows you to choose your faction, but it, once again, defeats the purpose of having any lore at all, and again I say that the pre-order bonus is good and bad at the same time, having that option permanently though it's just bad, simple as that.

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Alyesha Neufeld
 
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Post » Fri Feb 14, 2014 12:16 pm


That's exactly my point, tying the current death penalty to items appearing on you when you /release. Would make no difference to people who want to avoid the corpse run while allowing those who want to avoid the money penalty and/or naked corpse run challenge to do so and thus gain a small monetary advantage for doing so.
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Johnny
 
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Post » Fri Feb 14, 2014 4:38 am

There has also been such a thing as "resurrection sickness" to mess up your stats after having died recently. That does help to improve the immersion, because it more or less implies you were at the brink of death and need a period of time to recover.

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Bethany Short
 
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Post » Fri Feb 14, 2014 4:37 am

death does come with a price. your armour degrades, meaning you get destroyed even more if you dont repair it

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MatthewJontully
 
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Post » Fri Feb 14, 2014 1:57 pm

That isn't a terrible compromise. Might need a bit more refining though.

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Izzy Coleman
 
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Post » Fri Feb 14, 2014 8:14 am

The actual impact of this is somewhat questionable. Looking at WoW for example, even in Vanilla it was only a small inconvenience when dying repeatedly in raids. You never really suffered any noticeable setbacks unless you were absolutely dirt poor for some odd reason.

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Nicole Coucopoulos
 
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Post » Fri Feb 14, 2014 3:28 am

I love it - in PvP naked crowd of nudists (we are M now, so at least we do not need to stop half way) then I would also fix some sliders in character creation.

And finally glad I see someone going my path - make any-race-any-alliance additional option in cash shop, nobody cares for reputation if needs to play from level 1 with firends.

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Dalton Greynolds
 
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Post » Fri Feb 14, 2014 8:24 am

pvp usually always have differeny death penalties. for example right now there is no death penalty at all for pvp

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Luis Longoria
 
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Post » Fri Feb 14, 2014 2:09 pm

1. Immersion (in any game) to me means anything that makes me gets me deeper involved in the game. It can for example make me lose track of time, triggers any kind of emotion (not getting angry over bugs, lol) or just gasp over a sunset.

2. Considering how the map looks it's quite impossible.. and it is "only" restricted areas because of the vast areas of water. Afaik atleast.

3. I agree.

4. I hope they implement it somehow.

5. Personally I wouldn't mind, because I have "too much" free time anyway. But I also know that the majority of casual players wouldn't want it (prolly most of the others too). People don't wanna waste time running naked when all they wanna do is explore the game. Running naked gets quite old pretty fast ;)

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Josh Sabatini
 
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Post » Fri Feb 14, 2014 11:19 am


You mean real action combat is impossible to do, quick someone go tell the very low budget PS2 they need soft targeting. It's more than possible to do real physics, hell PS2 isn't even a perfect example but they have things like bullet drop.

The world is not open, it's linear. You go from zone a at this level to zone b at this level to zone c at this level.

We agree on the last bit.
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Benji
 
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Post » Fri Feb 14, 2014 2:11 am

the impact of armour degrading stacks the more you die of course. when your armour is at 0, you get destroyed. making it more challenging and more likely to fail more and more. it's all about positioning, dodging, and your survivability in large fights. the cheapest way to repair armour is through merchants with their ways of repairing, the expensive way is through the repair kits of course. the higher lvl the armour, the more repair kits caught for huge repairs, or you buy the smaller one's for a cheaper price, but they repair less meaning a large number of them is required. if you die, you can resurrect yourself with a soul gem (if you have a charged one of the right kind in your inventory) or you spawn at the closest shrine. if you don't have the gem, and the closest shrine is far away, yea it's going to cost you.

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Jessica Stokes
 
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Post » Fri Feb 14, 2014 2:17 pm


Apocalypse and I agree on some stuff in this thread. :)
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Amy Smith
 
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Post » Fri Feb 14, 2014 4:18 pm

Open World: the last 3 Elder Scrolls games were all set in a single zone... ESO spans an entire continent, so while it might be 'reasonable' for you to walk from one end of 'the entire map' in the former, that is not the same as being able to do the same in the latter. You cant freely travel between zones until you have completed the quest gates because there is a war on, and havent you ever heard of border security?!? Also this is an MMO with non-scaled enemies so... yeah that would be pretty dumb, immersion not-withstanding.

Factions: Races: regardless of your faction you will encounter friendly NPCs of all races... just because the MAJORITY of the factions are made up of the 3 principle races does not mean 100% of their makeup must consist of only those 3 races. So, you are wrong to say this is not immersive.

Faction Standing: if you mean allowing PvP in the opposing faction PvE zones, how about a big fat no? You've got an entire province to do PvP in, there is no need to go ganking the other factions on their home turf, like some kind of terrorist!

Combat: Im sorry were you playing Skyrim with a force-feedback mouse, because if not then the 'feel' you talk about was all in your head.

Griefing: I bet youre the kind of player who complained about not being allowed to kill children in Skyrim too.

Death: every time you die, delete one of your items or slap yourself in the face if you are determined to be a masochist. This also has nothing to do with 'immersion'.

---

Conclusion: you have some pretty wrong-headed and unpopular opinions here. You dont have to play ESO if its not for you, but frankly your suggested changes are terrible, pointless, and totally ignore the fact that ESO is not a single player sandbox game but an MMO.

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Tarka
 
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Post » Fri Feb 14, 2014 8:26 am

Death penalty:

- In PvP, I'd advocate none except for the fact that you might have to travel/walk a bit from the respawn point to the place of action

- In PvE, I find the current penalty a bit too light. Armor degradation is fine, but a small debuff or xp penalty would make death a bit fearsome

Apart from that: I agree with a couple of points, but I can also see the reasons why the developers went a different route ... and I guess I can still enjoy the game as it is.

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Adam Baumgartner
 
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