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Things you'd like to see + suggestions


Started by Beor of Skyrim
Post #3481
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My wishlist:

1. Housing - don't care if instance based or not, just want housing available from an early point in the game

2. Story - single most important thing. In-depth, immersive, compelling, and true to Elder Scrolls

3. Not stealing ideas from Guild Wars 2 - seriously please don't do this. GW2 sucks because they stole ideas from every other game, tossed them all together and called it revolutionary. It's not, it's just poorly done, crappy story with BORING gameplay

4. Crafting - please, please, please don't make crafting level the storyline. Seriously pissed me off in Skyrim and in a game with levels it will just irritate me to no end. Crafting can be immersive and detailed as possible, much like EQ2 for example, with it's own stories and challenges.

5. PvP - not my top priority, but for those on PvP servers do something to discourage ganking and to encourage level appropriate world PvP.

6. Voice Acting & Cut scenes: nothing makes a game feel outdated and stale than the absence of cut scenes and no voice acting. Not every line needs to be acted out but the absence of a good percentage of this makes the game feel like stick figures inhabit the world. Cut scenes aren't everyone's cup of tea but they are an excellent way to really bring the world to life with characters that are involved.

7. World: please make it a world where people live and not just one were they exist for you to pick up quests and vendor items. Best example of this currently is WOW's latest expansion. Yes I know I said WOW but it's the truth. Quest givers and NPC's live in Pandaria, they fall in love, they have children, they die, they mourn their dead, and they eat and drink. Players are actually involved in helping NPC's live their life. for example the quest line for the NPC that asks you to gather items to help him properly bury the dead and honor their lives or the quest line where the NPC refuses to let his enemies bodies be desecrated by the wildlife. People live in Pandaria and as a result you care about what happens. I want, no need, that in future games.

8. Real world tie-ins: books, magna whatever but something tangible that furthers the lore, provides backstory for those new to the series, and that introduces characters.
This post was last modified: October 19th 2012, 07:39 AM by Stitchersflock
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Post #3484
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Personaly I'd like mining, the cooking sorry those type of little things seem interesting at the same time perhaps other plays can sell items to Each other also add the aspect skyrim gave the beauty of the nature the butterflies and such it made traveling feel worthwhile and with a guild it makes the roleplay that much better
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Post #7194
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Our guild has been compiling a "wish list". It is pretty lengthy and we will modify it as we go, but I will post it anyway. I am using it as kind of a check-list as new MMOs are announced.

Audio
•To be able to play game sounds/music without it effecting my FPS too much.
• Different audio components individually adjustable

Character
• Nothing too "anime-ish"

Class

• A support class that may not do much if any DPS or healing, but can Crowd control and buff the group/raid and debuff the mobs in a way that no other class can. Effective enough to always want around but not overpowered or exploitable.

Collections

• Items found via exploration (object that sparkle or some other way indicate that they can be "picked up" and added to a collection

Combat
• True DUAL TARGETING - Please
• Mentoring - without being overpowered
• Invasions (roaming enemy NPCs, etc - good for those that do not PvP, but would like something like this.)
• Flags/keys needed to enter certain areas that are not trivial to obtain
• Zero in-combat addons! Basically - If an addon decides or does something for you (including marking/alerting "suggested" actions) Nothing in-combat. *UI appearance add-ons, okay.
• Please make combat success more PLAYER SKILL BASED rather than Gear-centric - Please!
• A combat system exactly like or very similar to that of "Vanguard".
• Put 'skill' back in pulling. Find a way to use game mechanics/terrain, CC, etc to make pulling large groups (or parts) of mobs an 'art', AOE has its place, but lets not zerg everything.
• Please do not make mob "training" impossible. This is not for the purpose of griefing, rather than the excitement of improvising and adapting for a successful recovery when it happens as well as the accomplishments of learning how to travel or combat without training others. It's a big part of the game. Additionally, we meet a lot of players in the community when we have to send tells apologizing for accidental trains or to communicate with them in order to pass through without training them.
• Death should be more than a coin-sink. Besides having a player crafter mend our gear, there should be something more in-depth to dying. Not to lose levels, but there can be XP debt to work off or perhaps after a certain number of deaths (half a dozen) have to do a significant "resurrection quest" (that changes each time).
• Please allow coinciding damage ability types to heal and empower mobs of the same element. IE: Fire abilities heal and empower fire mobs, etc.

Crafting

• Crafters repair armor - not NPCs
• Crafting is involved, not shallow and "one touch"
• Crafted gear is the best gear available except for raid/Epic gear
• If inventory bags/backpacks degrade over time (with use), crafters can mend or replace
• Crafters can make dye to tint armor.
• A crafting system exactly like or very similar to that of "Vanguard".
• Crafting services (players, not NPCs) could be required to "assemble" epic quest items and specialty raid drops.

Guild
• Guild bank
• Guild hall - with Player Housing incorporated (instanced or nearby), for the players to be able to utilize the guild hall in some meaningful fashion and therefore have a reason to want to be near it or their house/rooms branch off from it.
• Guild quests - including item rewards to place in the hall
• Guild levels - for bonuses and perks for those in the guild
• Ability to adjust guild permissions by individual rather than rank alone
• Ability to set an Auto-purge of inactive members after a certain length of time.

Harvesting
• Can be done in a group for bonus and/or rares

Housing
• Player Housing incorporated (instanced or nearby) with a guild hall for more of a "guild community" feel. Players should be able to utilize the guild hall in some meaningful fashion and therefore have a reason to want to be near it or their house/rooms branch off from it.

Items
• Trivial Loot Coding
• Gear for specific purposes can not be cross-utilized (PvE gear for PvE, Crafting/harvesting gear drops while crafting/harvesting, PvP gear for PvP only...)
• If "rot" items can be broken down into base components, it must be done by a specific tradeskill.
• A large variety of craftable furniture and other household items that can be crafted by tradeskillers.
• Saddles, barding, etc. for mounts are made by player crafters rather than sold by NPCs.
• Epic quests should be rewarded "epically" upon completion. Interim rewards are feasible, like a partially finished weapon that can be used but is inferior to the completed epic. Over time as characters and the world progress these epics can be made more powerful through additional epic questing; this brings them more in line with improved loot from newer dungeons/raids. Additionally, when new content is added it can upgrade an epic item via continuation epic quests with more quest drops to combine with them rather than render them obsolete. Alternatively they can be replaced by completely new epic quests and items.

Leveling
• Cap level is not reached in a couple of weeks.
• Each "sphere" levels itself only. IE: Crafting will not level adventuring levels, pvp will not level harvesting levels, X-sphere will not level diplomacy levels, etc.
• IF a player can level to cap, please make solo leveling "grindy". If a player only has a bit of time but wants to progress their level, etc, solo leveling for a bit of temporary time (nice in the middle of the night until sleep enough to fall to sleep) is great, but should not be the major extent of their game in an MMO.

Movement
- (of characters, NPC, etc. IE: swimming, speed, etc.)
• Smooth, not choppy stop and go

NPCs
• Truly random pathing so third party botting is harder to program.

Professions
- as their own "spheres" to be leveled aside from adventuring
• Players can quest or opt as a profession, to be able to provide a "bulk courier" service in lieu of single stack mail for other players.
• Fishing please
• Cooking please
• Spells and other buff/enhancing type of times (especially those used in-combat) are made by players of that profession at their top tier if NPC can also sell (not as "strong")
• Diplomacy can also be good to put up special group/raid buffs, reducing npc purchased items, ability to enter certain areas or parley with certain NPCs to trigger specific bosses, etc. In conjunction with crafter services, diplomatic services (players, not NPCs) could be required to "assemble" epic quest items and specialty raid drops. Requires it's own gear (diplomats have to dress for the job too!).

PvE (servers)
• PVE servers - PvP arena options, awesome (or at least PvP gear is for PvP only, PvE gear is for PvE only, Crafting gear is for crafting only, etc.)
• Please do not try to save resources by trying to match up PvE class balance with PvP. They are two different game play and styles and therefore warrant separate coding/rule-sets. Arenas & mad/beserker zones can possibly share rule-set coding, but PvE/PvP servers need different class balances as most of us have come to discover. Please do not attempt to lump it all together. In the long run, it can and likely will cost more.
• Please allow any race/faction on PvE servers to group and/or guild (some members wanted the opposite - no grouping/guilding of opposing factions/races even in a PVE).
• If there are separate PvE/PvE servers, please be willing to code in specific rule sets for each rather than trying to share the coding as a "lump sum". This may require more time and resources in the beginning, but ultimately save headaches in the end for everyone all around.

PvP (servers)

• PvP servers are open world. No option to toggle PvP off, but with a level range of attack-ability
• If cross-server only cross with other "like" servers. (PvP with PvP and PvE with PvE)
• If warfronts please consider a possible need to separate by level/rank ranges
Faction vs. Open world PvP
• Incorporate "mad" or "beserker" areas that are large overland areas (that do not "force" non-pvpers to travel in order to get updates or upgrades IF on a PvE server) that is it is full scale open world PvP
• Please have arenas for groups of players that want to team up against other groups of players in which they can choose to wager the outcome with in-game currency or other items - that they possess and are willing to lose.
• PvPers should risk losing something to each other rather than the game generate loot for the players to pick up. Generated loot can take away a large portion of the PvP excitement.
• PvP players will not be able to transfer to PvE servers (and visa versa?).
• If there are separate PvE/PvE servers, please be willing to code in specific rule sets for each rather than trying to share the coding as a "lump sum". This may require more time and resources in the beginning, but ultimately save headaches in the end for everyone all around.

Quests
• Epic quests that are truly EPIC - not easily or quickly done without a heavy grinding component
• A variety of "story" quest lines/quest series throughout the leveling process.
• Epic quests should have steps that require significant outside help and should not be complete-able through only solo/group play.
• Please no "shopping lists" as quest objectives. We can go "investigate" an area, find objects/npcs, speak to NPCs, hide something, deliver/break/cook/buy, etc something, capture/free/rescue, etc., but please do not make us kill 10 x, y's and z's, turn in and then have to kill 10 of each again. Please don't do this.

Raid

• Smaller Raid Forces - No more than 36-ish?
• Raid gear can ONLY be obtained through Raiding
• Full and half sized raid zones (different from each other and gear scaling according to man power needed). IE: 10 (half) & 20 (full) man raids
• Non-"rail" raiding. It would nice of sharded/instanced raid zones split off into wings/brances and levels so that different sections can be challenged rather than having to clear through a straight line of the same bosses over and again after each reset.

RP (servers)

• Characters appearance "age" (toggle?). If they age and "die", their abilities, items, etc. can be "inherited", so time and effort are not completely lost.

Travel - Mounts, portals, boats
• Nothing with a steampunk or futuristic feel
• Boats of different speed, can go to different depths to travel to certain zones faster. *Possibly some guild storage and can carry a certain number of passengers.
• IF flying mounts, they will be obtain through truly EPIC means and at cap level only and with a world big enough to warrant it. *I remember the almost disappointed feeling that I had when I was able to get a flying mount at almost mid-level and how "un-involved" the content seemed. Once I could fly over everything that used to be exciting to try to skirt through or have to fight a path in, things got dreary. I would be loathe to see players feel "disconnected" from the content and miss the depth of a game because they fly above it all.

UI

• Mini map
• Small compass to others in group
• Some kind of subtle indication when a mob or player is out of range for an action
• Multiple tabs or some other method to quickly switch gear sets.
• Ability to edit the default UI layout.

Visuals
• Non-anime equipment. Example: Swords that are 3x longer that the wielders entire body.
• No skimpy female "armor". Costumes/wardrobe attire is okay as one of the choices, but armor can look alluring and feminine without being ridiculously revealing.

World
• Non-linear content (including raiding). It would be great if we could go to different zones/"continents" for several quest hubs of the same level range in order to "mix and match" leveling quests. Multiple zones per level range.
• "High Fantasy" - Not semi-steam punk
• Easy on the regurgitated content please
• Multiple "spheres" of skills to level. IE: crafting, adventuring, diplomacy, - to add a nice variety of things to work on for mains and alts to mix it up a bit should they not choose to focus fully on one thing (some don't "burn out", but I am guessing that many do.)
• Occasional server-wide overland invasion/attack events for those that don't want to raid in a smaller or guild setting.

Misc.
• Broker that is not a bidding system or at least can up for a week's time.
• In-game "puzzles" to solve.
• Mini-games IE: diplomacy card game, PvP style, players or NPCs can wager coin/gear or choose a card from the Losers deck.
• Zero in-combat addons! Basically - If an addon decides or does something for you (including marking/alerting "suggested" actions) NO in-combat. UI appearance add-ons ONLY, okay.
• Monthly Sub - not F2P
• If Free to Play or cash shops with useful upgrade items, then please on their own of that type of server and with transfers only to other like servers (if server transfers are available)
• No Cash Shops - or non-transferable server specific ONLY - Fluff items only would be okay IF it actually STAYS "FLUFF items ONLY"
• Easy on the "Auto" play please. (IE: Auto use, Auto route to quest location, Auto turn, Auto face, Auto transport to dungeon, Auto craft complete, etc. This is just an example of course)
• Little or NO alternate currency - Please!
• Wardrobe appearance slots
• IF there are LFG options (cross-server or not), please design in a way that does not adversely effect guild interaction (I know the majority of that falls to the members themselves) or turn hub cities into giant "waiting rooms".
• Support modern computers (ie 64-bit OS, multiple CPU's and GPU's ... REAL multi-threading).
• Constructing anything "significant" will need group/guild efforts. IE: boats, houses, halls, etc.
• The ability to give "prize packages" or "welcome packages". Meaning able to buy or craft bags that can hold about a dozen or so items that can be "gifted" to a guildmate to be used as welcome gifts or as prizes. All items will be provided via guild resources, but the ability to give them through one trade bags. *This would need to be designed in an unexploitable way.
• The ability to be able to create customized chat channels in which the creator of the channel can remove viewing privileges should a player no longer be applicable to that chat channel.
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Post #7198
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i disagree greatly with a few things you want. i played EQ2 and i can see some things you want there, i guess vanguard isnt too different form it. As that appears to be what you played for the most time.

Before i say more, and i will, i just want to say one thing outright: i see where you come from. you come from at least a semi professional MMO background and i see alot of what you say concerns the metagame and grinding of your standart MMORPG. i can see why that is. However i must say that you dont seem to have a grasp of TES, or DAOC wich is probably the MMORPG this relates the most to.
Also you dont seem to have informed yourself about TESO at all, wich is a shame because you could have cut down your list to half the size. All your wishes for Servers are moot, there are no servers. Just to give you an example of what imean.
I will further elaborate on this as follows.

Pulling: there will NOT be any pulling happening, as in, at all. Not only do i love this, the developers have outright stated that this is their goal.

Dual Targeting NO

For anyone that doesnt know what dual targeting is: it meanst hat a DD can target a tank and with the tank also targets his target, basically imagien beeing a DD in wow,now imagine dont even having to click your target, its that exciting.

Vanguard like combat system: no. This is an elder scrolls game afterall. And a turn based combat system like this is not how this franchise works, in fact TES arena beeing pretty much one of the first RPGs ever to have an action oriented combat system.

Make solo leveling grindy: have you ever played an elder scrolls game?

Seperating PvP and PvE: i got a better idea. just dont pull it apart at all? With no trinity that should not be a problem. Its been done well before. And then again, the developers agree with me on that matter. Judging from what they said

Cross Faction Guilds: no, that will make faction identity even worse. This game drawing heavy inspirations from DAOC, will have alot of , you can say propaganda in it. NPC s from other factions ruining your areas, and alot of PvP going on in the central province. So no cross faction guilds are not something i aprove of.
In fact they COULD be in the game, but not in the way you want them to , you cannot play together with a different faction. That has been stated.

"Nothing with a steampunk or futuristic feel" too bad this is TES. There are the dwemer constructs wich are basically steampunk robots.
And many of the background Lore elements such as C0DA, Vekhship, KINMUNE, Lorkahns corpse, brass walk, and the adamant tower just to name a few are deeply rooted in cleverly hidden science fiction.

High Fantasy: TES is a Heroic Fantasy game, that is also Low Fantasy in certain provinces (Skyrim, Hammerfell, and High Rock)
The "age of heroes" setting TESO is rooted in seems to draw inspiration from the "Dungeon Punk" setting. (eberon springs to mind)

Monthly Subs: i have pointed out a gazillion times already why this is no longer needet as the standart model for MMORPGs.



thats pretty much all for now.
And as it is with all members, you will now probably think im an asshole. They all do, it goes away. Im just saying that alot of what you mentioned is either already sorted out our has no place in the TES setting.

I realy understand your point, and i like many of the ideas you have, most things not on my list of things i disaprove of. But talking about things i aprove of is just not my cup of tea. and i know the enviroment you come from.
But know that you just entered a different one. This is the TES community, most people dont know it. But, here flame wars are not fougth over what is op, what raid setup you should use or when something is beeing too easily to obtain for newbs.

Here rage wars are fought over the tiniest bits of lore, we just had a page long discussion over the in universe holidays, that are only mentioned in one game that is hardly canon anymore.
This is a thing here. I just wanted to point that out.

You should realy read through the FAQ on the tamriel foundry site and look at the newest video. It will basically cut your list to a half cause many of the things you have on your list are beeing solved in rather different ways, but ways you might like.
This post was last modified: November 9th 2012, 12:34 PM by Sordak
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Post #7203
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Sordak,
This is a compiled list. This is not a list from any one player primarily from any one game. I may not prefer all of the items on that list personally, still I respect each of the players enough not to omit their wish list items.

Respectfully, as with your statements above, what is listed are matters of preference and/or opinion.
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Post #7217
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the thing is,i pointed out things on your list, i am verymuch sure that this is not only your personal opinion. However since you said you compiled it, i think its fair game that you spread the word under your guildmates.
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Post #7247
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(November 9th 2012, 12:37 PM)Sordak Wrote: the thing is,i pointed out things on your list, i am verymuch sure that this is not only your personal opinion. However since you said you compiled it, i think its fair game that you spread the word under your guildmates.

Your opinion has been noted. I hope that you don't mind a small correction; "we compiled", not "I compiled". However, I do thank you for your time in replying.

Although I am not looking to cut the list down, I do plan on using it as a guide to search through these and other forums to gather information on TESO. After I have filled in am many fields as possible from official sources, I plan on sharing that information with the rest of the crew.

I shared the list here as the thread's subject title fit the bill.

Enjoy your weekend.
This post was last modified: November 9th 2012, 02:09 PM by Keilana
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Post #7250
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or you could just ask for it here. we pretty much got all the info there is about TESO.
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Post #7329
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I want to see everything i play and experience on the games of elder scrolls but obviously in this Mmo type.
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Post #7795
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(October 15th 2012, 12:35 PM)Sordak Wrote: heal potions arent the only thing i worry about. stuff like ability boosts could make some very unpleasant suprises in PvP when you suddenly got an enemy with unexpected stats.

its a dilemma. its either not balanced or too restricted. If you can only take a very specific, very restricted potion, its not the fun of good old TES alchemy again.

i guess we could bring back disadvantages. but that would make it even more chaotic.

wy at you over think it, make buff potion so you can only use them outside battle, restricting them to 24h or something is retarded and unreasonable, and about health potions, make it so in pvp you can use only 1 per combat, and in pve 15-30s cd on them, potions exist in MMO since forever, wow pvp has potion and i used them all the time, i am not saying make potions that heal 90% of your health, but hawing rpg game with alchemy and useless potions is just retarded.
Also you where saying that hawing a buff from potion would be unfair? so what about buffer class, restoration and alternation, you can level that and pop buff any time you want, how is it different from potion buff? just make it like in skyrim, that you can only haw 1 buff effect from same source, ofc that doesn't include armor.
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Post #7859
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ewan, the thing with alchemy has been cleared up already so i have nothing to say about this.

they are going with a simmilar way as i have already expected. there is a cooldown on it.
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Post #7950
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I would like to see wild boars....... and bacon.


Mostly bacon.


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Sordak, do you know how will poison work? or buff duration from potion? since i don't see 30s, like in skyrim, as an option.
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Post #8511
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Wow, I really like Keilana's guilds list!

Personally, I'd like to have a lot more social components, which I'm glad to see them focusing on. I never liked tabbing between WoW and my conversations outside of WoW, and I always wished for some kind of native in game Mumble/Vent interface.

Beyond that, I'd like to see *instanced* housing/guild housing and a completely dynamic world where the day turns to night, the seasons change, forests grow and die, etc.


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Ebonheart Pact ─ Casual to Moderate ─ North American.
Weekly Raids ─ Private Voice Chat ─ Council Leadership.
For the Brotherhood. For the Pact.
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Post #8742
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afaik there has been no word on poison yet. i actually havent thought about it, it would be nice to add an alternative for a more damage oriented class, saccrifice your survival for more dirty output. definitly a good idea to have it in.
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