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#151
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There is a great deal of flexibility inherent in the class system. Just because it doesn't let you do anything doesn't mean it isn't still really flexible. Other than that, we're only disagreeing about one thing: I like classes that feel and play differently, and I like to feel as though my choices are meaningful, because I gave up certain things to get what I have. You want to be able to customize every aspect of your character, and I understand that. I'm not saying your way is wrong, or that it is bad. I liked that model in the other TES games too. I'm just saying my preference leans toward the TESO system as it currently exists for an MMO environment. And I'm reluctant to say that I speak for everybody on that, and you should be too. And yea, I wish the world was more open and less on-the-rails. | |||
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Last edited by Lune; 01-15-2014 at 02:23 AM..
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#152
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This is what SWG did, and actively encouraged you to delve and jump between a variety of professions, rather than making a new character every time. It gives weight to your name, it makes reputation matter (which in turn builds community, much how EQ did by making your name matter), it gives flexibility to character roles so that one of my raiders doesn't have to reroll from Paladin to Warrior because Paladin abilities got nerfed this patch (shit that I had to do, and had my raiders do, as a raid leader in WoW all the time). Once you finish being a One Handed/Blocking/Heavy Armor orc, what next? In ESO, you need to reroll, because you're at the end of your class limited talent selection. In TES games, you'd deal with having a much harder time mastering those other abilities, and simply pick up and start using the new skill you're looking into and keep your sword and shield on backup. In SWG, you'd surrender one of your professions, and take another one that seems fun, allowing you to continue to develop your character, and experience the game endlessly on your main. Quote:
I do not speak for everyone, I am suggesting that the sentiment I offer is going to be shared by a wide range of fans of TES, as well as fans of MMOs, who converge on this game at launch, play it for a bit, and once the honeymoon is over, are going to realize just how bad it is (presuming no major changes from the current beta information on the game). Just the same as what happened with TOR, GW2, TSW, etc. The game could be far more appealing if it imitated systems that flow better with it as a TES game, to keep TES fans involved, and it would appeal more to MMO fans if it offered any type of innovation on the standard, generic MMO model we see today being pumped out to extract as much money from fans as possible before getting abandoned. | |||||||
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Last edited by Uteunayr; 01-15-2014 at 03:01 AM..
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#153
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I really hate the quote system but I think without it we cannot really have a discussion so I'll just try.
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You ignored the fact that a lot of important and potentially character defining skills are actually found in game rather than given to you in the beginning. Because of the limited skill slots, and because the passives sometimes work for out of class skills, the ones that you start with might not even be potentially important. This means that there are builds out there that might be some from the Mages Guild, your weapon, and maybe one from the werewolf as well, and you might have a completely different playstyle with a Destruction Staff than say someone that is a Sorcerer, uses a couple skills from the dark magic line, a couple from lightning etc. The builds for the first few weeks are going to be unique and deep and you might not even know what your group mates or pvp enemies are doing even from their gear/weapon. That is unlike WoW where if you are a Druid, and you meet a Paladin in battle you already know within about two minutes what each is capable of. Quote:
The second long story-line quest is the intrigue within your capital city, both of the factions that I tried had really long quest lines that while they did give you rewards from quests in the middle of them, they were really part of the same line. So there's that, you were talking about how quests were just short do this and do that, but I think that those quests have really long and enduring storylines and are pretty memorable. As far as normal questing being different from what is in World of Warcraft, I quit WoW when Cataclysm came out, so they might have changed their design philosophy, but the way that I remember it in WoW is that you literally went to a quest hub and gathered 5-6 quests and went out and started doing them. Sometimes, and only in the areas that the quests sent you, you might find another quest or an item that gave you a quest. If you were really lucky and they felt like doing something interesting you might find something silly you could do for an achievement. This is the same design that Aion took, the same that Rift took, the same that Tera took, the same that TSW took for the most part, the same that GW2 took with the exception of their public quests, the same that... do you see what I'm saying? The idea is that they have areas already planned for you to go to and your content is along those areas. Since you've only played the beginning area of TESO I will try to keep my knowledge limited to that to put some perspective in it for you. If you decide in the Skyrim area not to save all the people that are moving on to the next area with you, you can do that. You can actually advance at a very quick pace out of the tutorial/noob island. This is because the main story quest does not take you to the spider caves, it does not take you to many of the off path areas in the lands of Skyrim. You can advance to the next area (presumably to never come back) without ever doing 90% of the content on the noob island. The further you move on, the more apparent it gets that you need to start exploring and instead of only sticking to the main path where the game sends you, you need to start going off the paths and into the mountains to explore. If you did this in WoW or Rift, you MIGHT get an achievement for getting to some high place and jumping off, if you do this in TESO you get rewarded with experience, gear, sometimes skill points, etc. Anyway I already explained why I feel their system is different. We can agree to disagree if you'd like though, you're really combative and I don't really feel like making this a fight or whatever. If you don't play the game I don't really care, but comparing it to WoW is really just wrong, it's about as far as it gets from the WoW quest system and it is about as close as you can get to making a Elder Scroll MMO without making it a gigantic sandbox like a lot of people would enjoy. I think that a sandbox would be good too, and yes it is a theme park MMO and I am sure I'll get bored with that eventually, but at least it has some promising systems in place to hopefully keep my interest for longer than the other games you listed up there. | ||||
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#154
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Forbe's article is quite bad.
However TESO isnt a good game. Its hardly more than a sub-GW2 surfing on Elder's Scroll licence without adding anything new. Its (probably after FF14) the MMO with the least new ideas. | ||
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#155
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I don't even understand why people are trying to convince others one way or another about the game.
Some of us will be buying it, others wont, enough said. | ||
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#156
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Sure, in the first few weeks of WoW, people had "unique and deep" builds, but they quickly melted away into a minmax. You'll learn what others have, and you'll know within two minutes going against a sorcerer what they are capable of, as a minmax will always come out when you have rigid structures like class. Quote:
So, I see no difference between what you describe, and what WoW does. There is a vast difference between that, and quests the way EverQuest handles it, and in which TES handles it, in which you are not given thousands of micro-quests along the way, but are given general goals, and left to go about it your own way. You're not lead by the hand through areas, which is the feeling ESO gives through their questlines. Quote:
But by and large, people became very disinterested because the quests are shit out upon you. It's the same thing ESO does, and with their current system, the same exact outcome is going to happen, in which people want to click quickly through any quest chat and rush to quest objectives to level up a new character, because their first character (a sorcerer) couldn't be what they wanted, so they had to reroll a fighter. Quote:
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EQ is furthest away. EQ Live doesn't grind quests, but it does grind kill tasks to put a cherry on the top of the creature grind that is traditional to EQ camping, so I'd say Live is probably the next furthest away, tied with DAoC and SWG, both of which offered the "task grind" style of creature grinding. After that, I'd put ESO, TSW, TOR, and other quest grinding main-storyline games, and then put WoW, as there isn't one unified story, but broken up between expansion packs. I will not be playing the game, and anyone who reads what I have written, and can identify with my position in regards to other games, they will heed my warning, and avoid the game as well. Others who identify better with your position, and believe that there is a difference between the quest-grind, themepark style in WoW and other games listed, and therefore ESO is also distinct, they will heed your advice. You encourage those like you to get into the game, and I discourage those like me from buying the game so that we can get beyond having the same damn MMO published year after year to continue the stagnation in innovation that has hit MMOs. Stagnation from WoW really is the only explanation as to how you have EQ, and then DAoC, and then SWG, and City of Heroes, and then hit WoW, and for the next decade, have nothing but rehashed ideas. I am amazed when people talk about how great and innovative WoW is with the new "Garrisons", meanwhile I just sit here and say that SWG did this a decade ago, EQ and DAoC both instituted guild halls. And that pretty much all the new "innovations" we see are rehashes of the same exact stuff, rather than steps forward. That's why my only hope is for the dynamic creature system and non-quest grind structure EQN is proposing. | ||||||||||||
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Last edited by Uteunayr; 01-15-2014 at 05:32 PM..
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#157
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I'm not going to stomp on any toes, but if you could re-read your post, and then make it a little easier to read by only referencing each quote once I'd appreciate it. For someone in academia it was very hard for me to slog through a post where each point was hit twice with different information. In fact, I only read it once because even though you changed your points a bit in the second part, but I'll touch on the last paragraph you wrote because I can't really get my head around the last.
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I'll concede and say that the game is a lot like other MMO's in the way that it has some of the conveniences that others do. I will disagree however that the class system is a poor one, and that the 3 core abilities you get from your class will make that much of a difference when all is said and done when you build your character. Your playstyle will affect your class the most, and I don't feel that your beginning decision will make much of a difference. I'm sorry that you didn't enjoy your experience with it, and I think that what I am saying is that people should give it more than two hours to see how deep it goes. I've never actually seen a game where there are crafting stations that you can discover by exploring non quest areas where you can craft specific set gear that has different abilities. I've honestly just never seen that. That doesn't mean it does not exist, but I've never seen it. I'm excited to explore and get abilities out in the world rather than just handed to me all at once via the Elder Scrolls model where you are instantly able to do whatever you want if you have an inclination, yet at the same time I'm happy that no matter what class I can be a bow wielding healer/support class if I want, even if they do things a little differently. Basically, what I am saying is I don't think you gave it enough of a chance, and I think there's a great game in there, it just takes some time to get past the starting areas. You're taking a first impression and blasting away at the game when you really have no idea what you're talking about and so many others are doing the same thing, and that is not something an academic would do in my opinion. That is why I'm bothering to argue at all. Every comment here that has called the game shit has not taken enough time to play it. I also felt it was shit my first beta test, and then the next beta my girlfriend also got into it and it was suddenly a much better game playing with her. I had someone to adventure around with, and I saw more. We made an effort to get further into the game. The game does make a first bad impression though. | |||
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#158
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holy fuck
Get a room you two ! ♥
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#159
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FUCK U FIGHT ME!!!
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#160
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But yes, we can both agree it is a step backwards in terms of quest design, but I think WoW was also a step backwards in terms of quest design. We've been walking backward since EverQuest gave us meaningful quests that have a real feeling of accomplishment. Quote:
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WoW has a few instances of crafting stations that are in isolated areas, especially in Lich King for Death Knights and their Runeforging. SWG had some rather rare stations that you had to find to build stuff. I forget about Mandalorian Armor, but I think you had to use a crafting station down in Death Watch Bunker, which is in no way a main questing area/main exploration area. Quote:
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Last edited by Uteunayr; 01-15-2014 at 05:56 PM..
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