The one thing Zenimax will somehow have to work around for m

Post » Mon May 14, 2012 2:26 am

I'm not at all opposed to the principle of an Elder Scrolls MMO, but I really, really don't want a number-crunch fest, in which the ultimate objective is to get to level x or reach armour rating y.

The problem is, this stat obsession is pretty much central to every MMO I've ever experienced. Any ideas on how they might work around it?
User avatar
Charles Weber
 
Posts: 3447
Joined: Wed Aug 08, 2007 5:14 pm

Post » Mon May 14, 2012 3:15 am

The problem is, this stat obsession is pretty much central to every MMO I've ever experienced. Any ideas on how they might work around it?
Gimmicks xD
User avatar
Robert
 
Posts: 3394
Joined: Sun Sep 02, 2007 5:58 am

Post » Sun May 13, 2012 5:53 pm

I'm not at all opposed to the principle of an Elder Scrolls MMO, but I really, really don't want a number-crunch fest, in which the ultimate objective is to get to level x or reach armour rating y.

The problem is, this stat obsession is pretty much central to every MMO I've ever experienced. Any ideas on how they might work around it?

Like ultima Online, no levels, only level skills for combat and crafting and your build with an hard skill cap in a true sansbox ffa enviroment. :)
User avatar
Tiffany Carter
 
Posts: 3454
Joined: Wed Jul 19, 2006 4:05 am

Post » Sun May 13, 2012 1:09 pm

Like ultima Online, no levels, only level skills for combat and crafting and your build with an hard skill cap in a true sansbox ffa enviroment. :smile:
Completely agree, now that would be intresting.
User avatar
Roisan Sweeney
 
Posts: 3462
Joined: Sun Aug 13, 2006 8:28 pm

Post » Mon May 14, 2012 2:26 am

The problem is, this stat obsession is pretty much central to every MMO I've ever experienced. Any ideas on how they might work around it?
I'm not an expert, but I think one way to diminish this is to have more specialized items. This doesn't diminish the importance of stats, but it makes it impossible to aim for a "perfect" build and at the same time you're giving players the ability to more finely tune their character.

Having a wide variety of items and a wide variety of levels is prohibitive, but what if some sort of item improvement system was implemented? Tie it to crafting and instead of waiting for the Fiery Sword of Death to drop and then ten levels later going for the Deathly Sword of Combustion you search for things that let you improve "low level" items.

Done right I think the character of equipment will stand out more than their raw power. Of course balancing something this complex would be far more difficult.
User avatar
Mario Alcantar
 
Posts: 3416
Joined: Sat Aug 18, 2007 8:26 am

Post » Sun May 13, 2012 8:46 pm

Like ultima Online, no levels, only level skills for combat and crafting and your build with an hard skill cap in a true sansbox ffa enviroment. :smile:

Never played it, but that sounds reasonable.
User avatar
Jon O
 
Posts: 3270
Joined: Wed Nov 28, 2007 9:48 pm

Post » Sun May 13, 2012 9:28 pm

Done right I think the character of equipment will stand out more than their raw power. Of course balancing something this complex would be far more difficult.

I agree completely... Oh well, who's to say, it's early days. I'm withholding judgement.
User avatar
No Name
 
Posts: 3456
Joined: Mon Dec 03, 2007 2:30 am


Return to Othor Games