has nothing to do with ganking its requesting our own pvp server and pvp flagging on / off option has nothing to do with ganking
has nothing to do with ganking its requesting our own pvp server and pvp flagging on / off option has nothing to do with ganking
Cyrodiil is the center of the map and it is massive. Cyrodiil is a huge portion of the world map and it PVP. Each side has their own lands there. You go to the enemies side and fight them, you go to their towns and their dungeons. You can go there at level 10 and just do all your PVE there as well and only play there. This system works very well.
I would normally agree that world PVP is great and I would always choose an open world pvp server in most games. But after playing DAOC I actually preferred its PVP system with the giant map in the center for PVP / PVE. while leaving each alliance with their separate home world that is a safe place.
Just wait and give ESO a chance, I think you will really like its PVP system once you try it
That system has been in every elder scrolls series to date, and works just fine. It would not work in an MMO entirely sure, but for a single player game it works great.
You forgot to mention another potential pifall that is a big turn-off : resource nodes will not be instanced per player. Why is this dated, WoW mechanic in ESO? Competition for PvE resource nodes is not "fun”. It just encourages jerks to snipe nodes when a hapless player is distracted by mobs. Combine that with the severe limitations of the GAH system, and competition for crafting resources will be ferocious. I am strongly disinclined to participate in an MMO with an antiquated, “old school hardcoe” resource gathering mechanic. It DOES NOT promote a harmonious and enjoyable PvE environment. I would like to see all player competition constrained to Cyrodiil.
It is called dealing with it. There are always going to be those jerks around and most games still have that system anyway, not just WOW. I sort of feel sorry for Rpers because chat will be so filled with stupid that they will never be able to chat with anyone.
Thank you for making my point crystal clear. It's jackwagon attitudes like this that have turned many of us off from MMOs in the past.
Guess what? I won't have to "deal with it"...
This forum has more oracles than ancient Greece
Yeah, how the hell are we supposed to finish dung when even devs wiped
Saying that the game will fail is really stupid at this point. Eso will last a couple of years even if it fails as a p2p. Now saying that ESO will have the best X system than any mmo is also stupid at this point. I get that people are excited, but don't overhype certain things. I wouldn't be the first time that a X "Great system" under-performs.
You said 6 spells are boring, well millions of people played skyrim with one fireball and spamming it over and over. Thanks why I mentioned it because it is Elder Scrolls Online.
And you can fear, we ALL fear about aspects of game and that game can just simply fail but that is with every game. It can suprise as GTA V or disappoint as Amnesia machine for pigs....
your right, you do not have to play the game. if you do not like the way a game is going, don't play it.
You'd think that with the Mega-Server Technology it would be pretty straight-forward to implement a PVP, FF or whatever flag and just have those people occupy their own "world" on the Mega-Server. But I expect that there is a lot more that goes into developing and implementing an alternate PvP ruleset than simply flipping a switch and letting people kill each other. I always got the impression that Mythic spent a lot more time developing their PvP servers (Mordred / Andred), as well as their other niche ruleset servers, than it was ever worth to them in retained and/or new players over the long-term.... resources that would have (in hindsight) been better utilized developing the core game, especially at a rather critical point in the evolution of DAOC.
1: quests: There are static quest givers. Not as many per the usual series norm, but that only really confirmed for the initial areas. And something they could be correcting with the later zones.
2: items in the world: You can't do an interactive world as in static items with governing physics in a themepark mmo. That's roblox and minecraft stuff. To ensure the most efficient single and massively multiplayer player experience there won't be sweet rolls you can pick up and throw across the room. That's just not this game. It's sad that this isn't a feature but at the same time, looking at the majority of games I am not going to freak out about it not being in this one.
3: pvp: The idea of a persistent world que system of pvp battlegrounds is stupid. Where players are on in an instanced room playing capture the flag and the like. Someday they could add an arena, an arena system would actually fit the series. But battlegrounds wouldn't. Huge ava battles over a huge zone will be fun if these zones are well designed and there are multiple paths on engress for each individual keep. It seems more realistic to me and as long as the zone we are fighting for is big enough I don't have a problem with it. (think someone said twice the size of the accompanying zones but I could be wrong about that.) Everyone says it's basically an expanded idea from a game called "dark age of camelot" which includes their development team. So if they addressed issues and flaws while expanding on that system who knows how good it'll be.
4: skills: 6 hotbarred actions + left click attacks, right click blocks and double click interrupts. Plus a second weapon to swap to with it's own set of the aforementioned. Alot of games include the 5 or 6 button action template and in some cases, like the game you are mentioning diablo; it feels like the experience benefits because of it. First let's just say that while other games have used the limited actionbar approach, most didn;t use the left right click in addition, So really that's 8 buttons at any given time. 16 if you are able to easily without penalty switch between your primary and secondary weapon. That still sounds like alot of available actions to me. If they don't make it where you require super specific actions to do encounters this approach is fine, which is bad design in my personal opinion.
You don't need an action to move your character away from a dragon's mouth when he's clearly about to initiate a dragon breathe attack. He has an animation. If the fight is so tight the only way to get through it is if you use the flame ward rank 6 which can only be learned by the mage's guild cleric job skillset after completing the quest "burn the necronomicon" then it's poorly designed. However, If say any skilled and affluent tank is able to take the tank position, fight that dragon, and use either a bubble learned from the dragon knight tree OR simply hold right click to initiate a block. And live. Then that's a meaningful experience. It still requires skill as the tank was probably watching the animation while tanking 3 mobs while watching animations for their attacks as well while working their based dps/mit rotation. But it's not exclusionary we have to build resist sets to even do this fight BS.
Ultimately that's just opinion though, just as relevant as the contrary.
5: raids/dungeons: If they apply the multi-tiered approach to raid bosses that they are developing for pvp to their end game pve encounters then it's going to be an awesome experience. Imagine as a group going through and doing a quest to enlist the aid of npc's to fight a boss, or distract his adds. Or go through and poison the mead going to the castle guard the day before. If you were a bigger guild you could just charge in and zerg it. But it's also an open ended enough to were less players could do it but it takes more time.
Even so the dungeons will require the same things we see from all games. Don't stand in fire. Kill things in the correct order. CC smartly. Attack what the tank is attacking or expect to have agro. Until you outgear or outskill it. Hopefully though that won't be til we outlevel it as well.
6: megaserver: It works in some games and some not so much. As long as the phasing is intrusive enough to where once we get out of molag bal's citadel there isn't 5000 players in the city, but maybe 50-200; I'm okay with that. I wish it was even more phased heavily but it's an mmo. You don't get to have that in most of these. Certainly it won't factor into the playability of the game. Once you get past level 15 you will get past the social troll peoples who are sitting in general chatting about why this mmo svck and the people who for the life of them didn't understand quest progression. And all will be well.