My Top 5 Fixes Before Launch

Post » Mon Mar 17, 2014 10:36 pm

The game has its pluses and minuses for me. There are parts im really digging and parts i really do not like at all so far. Feels like some general stuff for mmorps has been left out.

I will be buying the pre order so i will initially be playing for the first month to see if the aspects i do not like so far are addressed or remain the same. Some of these are make or break for me personally.

1. Targeting system - Needs a redesign. When there are only a few mobs or enemies around its workable but during massive pvp its hard to even tell the allies from enemies. we need nameplates and indicators as to who friendly and who is not that are clearly recognizable. what we have now is a mess. make it optional toggle on and off so those who dont want to break immersion by knowing who is actually an enemy can leave it as is. why anyone wouldnt want to know this is beyond me.

2. UI customization - Needs some tweaks. Give us the option to move our windows, bars, and indicators around to our preference. give us some information as to what we do in combat so we can compare abilities and set ups. i want to see my damage, others damage, and as many other information tools as you can give us. make it optional once again so those who dont want this can just hit buttons and not be worried with how optimal their builds are but those of us who want to learn and compare builds have the info we need.

3. Invisible Friends - Fix the bug where we cant see our group mates. Invisible teams are not fun group play. No one wants to re log a hundred times or teleport back and forth to each other to fix the bug every 5 minutes.

4. The map and quest indicator - This thing is terrible. i dont know if the bugs from it are due to other bugs or what the problem is but i spent most of my time chasing after a quest location only to get there and have to indicator disappear and or bug out on me until i ran back across the map and they reappear.

5. Some controller support would be awsome to but im not holding my breath on this one.

Overall i like the game a lot so far. But these few thing for me are very counter productive to fun game play for me and friends ive been playing.

Anyone else frustrated with these things or am i just to old school for the new generation games?

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Jessica Raven
 
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Post » Tue Mar 18, 2014 1:06 am

1) I disliked the targeting system when I first tried it, but at the end of my second beta I loved it and now hope they don't change it.

Same with the UI system, at first I wanted name plates etc, but I've found I can now easily tell who is an NPC and who is a player.

2) There are a few things I think would be nice as options. The ability to see if my potion is still in effect without having to press the "c" key for example. I would also like the option to have more than one chat window open at the same time, I have a huge monitor, it wouldn't ruin the immersion for me.

And I do think we should be able to move things around as we see fit on the UI, I'm sure someone will create an addon that allows this.

3) They are aware of this problem and trying to fix it

4) I think many people would like the option of a mini map and I'm sure one will appear as an addon at some point, occasionally I would like to use one but most of the time I prefer to explore virtually blind. I didn't see the bugs you describe except where the quest was bugged, hence what it was pointing at, didn't actually exist :smile:

5) I've seen quite a few people ask for this, not something I personally want, but if others do, it's not too much effort to implement, I have no problems with them doing it.
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Sandeep Khatkar
 
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Post » Mon Mar 17, 2014 11:32 pm

yeah 2 weeks from launch...they are totally unrealistic. If you had any understanding of game design or CGI then you would know that.

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lacy lake
 
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Joined: Sun Dec 31, 2006 12:13 am

Post » Tue Mar 18, 2014 1:45 pm

4) The indicator disappears when you're on a quest that covers an area (like Find X Trunk) and then you actually have to look around and find the item. Some quests do have an indicator over the item, some do not. When you leave the area, the quest indicator comes back on. IIRC, when you enter the area your compass will flash briefly and be outlined. The first time this happened to me I thought the quest was bugged. Turned out I had to actually pay attention to what I was looking for and find it on my own without indicators to guide me. Quite fun :)

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Fam Mughal
 
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Post » Tue Mar 18, 2014 12:23 am

One thing I'd love to see in PvP is perhaps adding coats of arms on armors of PvPers. For example DC gets on their armor a big blue emblem with their faction sign, etc.

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Wayne W
 
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Post » Tue Mar 18, 2014 2:36 am

My top fixes:

1. Quest Phasing

2. Repeated horse dismounting in Cyrodil

3. Make grouping better to where we can follow ALL the same paths in quest lines.

4. Cyrodil lag

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carly mcdonough
 
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Post » Tue Mar 18, 2014 9:28 am

Ok, so I played the beta this weekend (a lot) and I agree there are a few changes that could be made to improve upon a really interesting game (IMHO).

1. Customization to allow us to tell the difference between Players and NPC. This makes it really confusing when running around in cities and during quests.

2. Subtitles: I don't know if this was turned off during the beta, but when your not in a direct conversation with a quest-giver the sound is so poor that you can't understand a word being said. Example: When you follow a character around a cave (Sorry Spoilers) during the main quest.

3. Swimming: Sorry the side stroke is just stupid and without the ability to go underwater makes it worse.

4.Feeding your horse: Stupid, might be fine if you could sit in your own homestead and tend to the animals, or if your horse changed visually to match his state of starvation.

5. Custom Class: I don't mind the race based bonuses, but the weapon bonuses should should be left up to the player. If I want to play a wood elf with a 2-H weapon I should be able to choose that bonus exp increase.

6. Compass: I should be able toggle the quest markers. It makes the the compass look messy.

7. Controller support: xpadder worked fine for me this weekend, but a little laggy with the vendors. I hope for full controller support for the final edition. I can see myself spending long hours playing so playing from the recliner or couch would be amazing.

8.Skill Points: The number of skill points earned gave me the feeling that I wouldn't be able to really create the toon I want. Of course, I am still not sure what happens after Lv 50. I would strongly suggest creating 2 toons at bare minimum 1 for play and 1 for crafting only. The shared bank idea is genius.

These are just my opinions, but it was a great experience this weekend and I look forward to playing the final version.

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jason worrell
 
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Post » Tue Mar 18, 2014 11:36 am

"5. Custom Class: I don't mind the race based bonuses, but the weapon bonuses should should be left up to the player. If I want to play a wood elf with a 2-H weapon I should be able to choose that bonus exp increase."

Why does this matter? Both a Bosmer and a Nord will end up with the exact same skill level in 2-H weapons, only the Nord will get there earlier and will also have wasted a skill point.

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Loane
 
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