Hope you weren't too excited about that Elder Scrolls MMO

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BloatedGuppy:

SmashLovesTitanQuest:
Mmmmh, graphics style looks quite nice. Not as cartoony as I expected.

Maybe there is hope....

I'd almost have preferred it if they had been. Stylized graphics can have some personality. These seem almost aggressively bland. Very reminiscent of Everquest 2, actually. Plastic. Lifeless. Devoid of any creative spark.

Question: did you like Morrowinds world? I did, and these look like they are in that style.

I'm happy they are going with the original style of TES games, as opposed to another WoW clone in all regards. It could give the game some sense of personality at least.

Wait, people thought an Elder Scrolls MMO isn't a shitty idea that's going to flop?
AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAAAAA

Isn't every MMO an "another MMO".

Don't care for the silly genre anyways.

Zero interest in the MMO. Played both WOW and GW and was bored to death within a week. Also prefer single player rpg so the Elder Scrolls MMO will fail. What a waste of money and talent.

SmashLovesTitanQuest:
Question: did you like Morrowinds world? I did, and these look like they are in that style.

I'm happy they are going with the original style of TES games, as opposed to another WoW clone in all regards. It could give the game some sense of personality at least.

I liked Morrowind's WORLD BUILDING, in the same way I liked Oblivion's world building, without always necessarily liking the art direction. Ironically, I did enjoy Skyrim's. Everyone else was pissing on it for being too grey and brown, but I thought it was an accurate representation of an alpine region.

And I don't even think those are particularly reminiscent of Morrowind. Morrowind felt more organic. Although to be fair, I'm basing this off a tiny handful of screens.

/Unsurprised. Skyrim was incredibly restrictive already with the obscene amount of essential NPCs, it was kind of obvious this was the route to be taken. Have fun losing a ton of money Zenimax online!

Nasrin:
In reference to the point about there being level limits on certain areas of the game...

Isn't this a necessity of MMOs? The game can't scale to one individual, as it does in Skyrim.

Guild Wars 2 scales you down to lower levels for lower level places, and The Secret World (Not entirely sure on this, might be BS) doesn't have level limits. TOR also scales players up when in battlegrounds, so yes the game *can* scale to one individual, by scaling the individual to their environment.

Edit: Secret World doesn't have levels, so I assume it can't have level limits.

GiantRaven:
At first I was intrigued because I was curious about the idea of making a First-person, real-time combat game into an MMO.

Now though? Interest level: 0.

Firefall? You might want to check that out. There's no dragons, wizards and elves in it so if that's your thing then you may not want to bother.

Richardplex:
Guild Wars 2 scales you down to lower levels for lower level places, and The Secret World (Not entirely sure on this, might be BS) doesn't have level limits.

Correct me if I'm wrong, but TSW doesn't even have levels, let alone level limits.

Although ever since I found out they were double dipping with both a sub fee AND aggressive microtransactions, by interest level in TSW dropped like a stone.

Okay so instead of taking skyrim or morrowind and make it online they just make it a World of Warcraft clone it didn't work for TOR it isn't going to work here why do zenimax and other developers think that instead of taking their game and impleminting massively multiplayer online they just decide to do what hundreds of developers have tried and failed to do which is rip off world of warcraft in every way cause thats what makes cash.

What little intrest I had with this game has now being turned into a sour turd.

Extremely boring and generic trailer, but here you go.

Richardplex:
/Unsurprised. Skyrim was incredibly restrictive already with the obscene amount of essential NPCs, it was kind of obvious this was the route to be taken. Have fun losing a ton of money Zenimax online!

Nasrin:
In reference to the point about there being level limits on certain areas of the game...

Isn't this a necessity of MMOs? The game can't scale to one individual, as it does in Skyrim.

Guild Wars 2 scales you down to lower levels for lower level places, and The Secret World (Not entirely sure on this, might be BS) doesn't have level limits. TOR also scales players up when in battlegrounds, so yes the game *can* scale to one individual, by scaling the individual to their environment.

Edit: Secret World doesn't have levels, so I assume it can't have level limits.

I feel like it would take away from the realism of the game to scale someone down to a lower level area. Like... in one context you can slay a dragon and in another some trash mob like a rat can kill you?

Again, I may just be misunderstanding the mechanics.

Ahhh... Wow. Huh. Well, uhhh... Hmmm.

Damn.

Seems the more I hear about the game the less it appeals to me. I've now almost fully lost what beggar's scraps of interest I had (The word "MMO" is an immediate turn off).

But now... Like WoW? Like hell!

If it is free to play (Traditional or Guild Wars style) I will try it out. If it's subscription-based that's the final nail.

I pay for my games once. Nothing is worth over two hundred bucks to play for a damn year.

You can't even be a werewolf! :'(

But again, I will await more info before making any true decisions or throwing up my arms and wailing the old fashioned "RUINED FOREVAR."

Well then. That sure is a thing people will care about.

As long as they keep on releasing a single player Elder Scrolls game that can be modded to Oblivion and back, I don't really give a crap about "generic MMO 27."

Nasrin:
I feel like it would take away from the realism of the game to scale someone down to a lower level area. Like... in one context you can slay a dragon and in another some trash mob like a rat can kill you?

Again, I may just be misunderstanding the mechanics.

GW2 doesn't really have "rats" in that respect. Your very first encounter in the human area is with an army of centaurs and a massive stone elemental the size of an office building.

Jynthor:
Extremely boring and generic trailer, but here you go.

That was a pretty lackluster teaser/. I got semi-excited when the theme started playing but then it kind of just petered off.

Nasrin:

Richardplex:
/Unsurprised. Skyrim was incredibly restrictive already with the obscene amount of essential NPCs, it was kind of obvious this was the route to be taken. Have fun losing a ton of money Zenimax online!

Nasrin:
In reference to the point about there being level limits on certain areas of the game...

Isn't this a necessity of MMOs? The game can't scale to one individual, as it does in Skyrim.

Guild Wars 2 scales you down to lower levels for lower level places, and The Secret World (Not entirely sure on this, might be BS) doesn't have level limits. TOR also scales players up when in battlegrounds, so yes the game *can* scale to one individual, by scaling the individual to their environment.

Edit: Secret World doesn't have levels, so I assume it can't have level limits.

I feel like it would take away from the realism of the game to scale someone down to a lower level area. Like... in one context you can slay a dragon and in another some trash mob like a rat can kill you?

Again, I may just be misunderstanding the mechanics.

But both zones would have their own storylines. a 20-25 zone say might start with killing ostriches and end with slaying a dragon, and a 50-55 zone might start by collect bear arses and end with killing a lich. I feel coming back to the 20-25 as a level 55 and curb stomping the dragon would take away from realism more than coming back and having an ostrich able to kill you if you aren't careful. And naturally, a 20-25 zone will be easier for a 20-25 player than a 50-55 area will be for a 50-55 player, so the 50-55 scaled to the 20-25 area will find the 20-25 area easier than the 50-55 area. Which means your realism is kept.

Honestly, I want to play an Elderscroll MMO to roleplay. And every MMO designed for quick realtime combat has sucked in that regard. (DCU didnt even have a chat function or speech bubbles)

Clive Howlitzer:
I was never excited about it to begin with and had no intention of buying it. This is mostly why. MMOs suck, they all suck, and always will suck. The main mechanic of an MMO is sucking. This is just from my perspective from what I look for from a game, obviously and not everyone will agree but I've played enough MMOs to know that they ALWAYS suck, no matter what claims they make to the contrary.

Ive never understood MMO's

where's the apeal?

story? well Id be laughed at for the suggestion
gameplay? mabye they apeal to start number crunching...types, I dont know

its just one endless spiral...I mean seriously who would WANT to be chaned to a game for that long? who wants to commit to such a thing? perhaps i have an addictive personality but still...

All MMO's are WoW with their own coat of franchise paint.

The heart of MMO's is competition. Compete to be a better player than the man next to you. Its fun for a while, but then it gets old. The gear treadmill gets old.

Sequels ask the developer to think up ways to improve on previous mechanics and drive the medium forward. MMO expansion is just more paint on an aging car.

SmashLovesTitanQuest:

TheKasp:
Because WoW is the best it gets with this mechanics

Haha, no. TOR is probably better to be perfectly honest. The thing is 5 million people who spent anywhere between 1000 and 5000 hours playing WoW wont switch to another MMO until they shut the servers down. And thats why this TES MMO will fail. They have no potential playerbase. TES players? None of the positive things found in TES games will be found in this MMO. People who play these kind of MMOs are already invested in TOR or WoW.

2 million preorders, 5 months after release 500.000 active players. 14 months after release, it goes F2P. Calling it now.

Maybe some people play both TES games and WoW/TOR, and would like that middle ground.

SmashLovesTitanQuest:

Most of these WoW clones seemed to be on par with WoW in terms of fluidity, but then again I only played WoW for something like 150 hours in total... So maybe my experience isnt as valid. Or maybe its valid because of that. Whatever.

Speaking as someone who logged somewhere in the neighborhood of 3,600 hours on WoW before quitting, I can say with confidence that all the WoW clones are typically very clunky in their combat execution. There are usually any number of reasons for this but it usually boils down to poor design or a misguided attempt to differentiate themselves from WoW. (because as we can see every MMO that comes out gets the rabid "it's just another WoW clone!!" treatment from the gamer public.)

well, duh. this was pretty fucking obvious. an MMO works best that way. it was going to be wow type set in the elder scrolls universe, using existing settings and lore from TES.

seriously, how was this surprising? if anybody revolutionizes the MMO genre, that'll be surprising. until then, why expect anything else?

personally, i'll be intrigued if the payment model is similar to GW2, otherwise i won't see it worth my money. MMOs that charge me by month i do not want to get into again

Vault101:

Clive Howlitzer:
I was never excited about it to begin with and had no intention of buying it. This is mostly why. MMOs suck, they all suck, and always will suck. The main mechanic of an MMO is sucking. This is just from my perspective from what I look for from a game, obviously and not everyone will agree but I've played enough MMOs to know that they ALWAYS suck, no matter what claims they make to the contrary.

Ive never understood MMO's

where's the apeal?

story? well Id be laughed at for the suggestion
gameplay? mabye they apeal to start number crunching...types, I dont know

its just one endless spiral...I mean seriously who would WANT to be chaned to a game for that long? who wants to commit to such a thing? perhaps i have an addictive personality but still...

the gameplay can actually be very rewarding. mainly for PvP or raids/instances though. if gear is evenly matched then pvp requires the right skills being used at the right times, not making silly mistakes, knowing when to use crowd control etc.

raids are fun due to boss battles, requiring a lot of teamwork and coordination. it is pretty satisfying knowing that you were a key member in that team who took that meaty bastard down.

tbh the grinding is horrible. doing daily shitty quests are awful, but they are a time sink. not to mention if you are paying by month, you feel a sense of obligation to play a certain amount... i had wow for around a year and a half, and i'm glad to be rid of it. i stopped having fun towards the end, but i do not regret my time on it. it can be a huge amount of fun, if you have enough spare time, and have friends which also play/you make friends online easily.

You cant own a house...

INSTANCE IT YOU FUCKING MUPPETTS!

christ i hate these tunnel visioned devs of today

i was really excited for this but after seeing this.. SHIT!

pilouuuu:
I stopped being excited when I read the words MMO. What's the deal with developers? Not everything needs to be on-line and/or multiplayer.

It's like Vegas. They're all hoping to hit the jackpot.
I kind of figured that it would be a WoW clone but the genre wont attract more players unless they start making it more and more like the old fashioned "sittin 'round the table rpgs."

Nasrin:
I feel like it would take away from the realism of the game to scale someone down to a lower level area. Like... in one context you can slay a dragon and in another some trash mob like a rat can kill you?

Again, I may just be misunderstanding the mechanics.

You wouldn't just get scaled down for no reason, it would be for PvP, instances, WvW and certain zones.

Although I do think it kind of defeats the point of grinding for levels if they are just going to be taken away from you periodically so you can actually do stuff.

We'll have to wait and see how that one turns out.

CardinalPiggles:

Although I do think it kind of defeats the point of grinding for levels if they are just going to be taken away from you periodically so you can actually do stuff.

We'll have to wait and see how that one turns out.

That's kind of where I was coming from.

CardinalPiggles:
Although I do think it kind of defeats the point of grinding for levels if they are just going to be taken away from you periodically so you can actually do stuff.

Nasrin:
That's kind of where I was coming from.

Why on earth would you "grind" for levels? Unless you consider the act of leveling up "a grind" regardless of circumstance?

The general idea behind it is that in MMOs that use linear leveling with no scaling, the world effectively shrinks as you level. Once you're finished with a zone, there's little or no reason to ever return and play there, unless the devs create artificial reasons to pipe you back through (say, by placing a fetch quest there, or by periodically forcing you to return to a home point for training), or unless you're pittering about for the purposes of assisting a lower level friend with your godlike character. These MMOs tend to resemble pyramids...fat at the bottom, narrow at the top, with end game activity restricted to the same tiny handful of dungeons and zones, which must be farmed in perpetuity, and all the other content is now essentially abandoned and worthless. This leads to new players describing the experience as a "ghost town", as after a few months 90% of the player base is congregating in 10% of the world.

By scaling the player, the world retains some sense of challenge and interest. You can go fight in the starter zone and get level appropriate rewards and experience and a mild challenge, instead of facerolling grey mobs and getting trash. You still have access to all the skills, gear and traits of a higher level character, so you've not been completely "stripped" of your accomplishments, but you're scaled to the point where you can still be harmed and killed by the enemies in the zone, and can still profit from their defeat.

Make sense?

I've not enough experience with it to tell you if its working as intended mind you, but that's the philosophy underpinning it.

It does indeed look nice, but I still don't get the need to make everything a MMO, besides as a way to add DRM.

Aaaaaand this is what I was worried about. It's a very simple formula people.

Popularity of a certain IP leads to the developers try to cash in and make an MMO which is meant to have as little effort put in as possible so they can squeeze as much money out of it before it drops dead and goes to free to play. It happens every time.

Like Warhammer? Here's Warhammer online!
Grew up with Tolkien's trilogy? Here's Lord of the Rings online!
Conan? Age of Conan!
D&D? D&D online!

All of which fell flat on their face and went to free to play!

*sigh*... I might grab on to it when it becomes free, but only so that I can explore the entire world of Tamriel instead of its individual promises... I love the Elder Scrolls, and I won't lie that I was willing to give this idea a chance simply because the prospect of having the whole of the Empire to explore and see was kind of neat. I always wanted to see Elsweyr, Valenwood, Summerset Isles, and Hammerfell. I can't help it... I love the world and lore...

But don't think I'll be forking over an real money for a subpar WoW clone Zenimax.

Excellent, now I know that I don't have to care about this.

BloatedGuppy:

CardinalPiggles:
Although I do think it kind of defeats the point of grinding for levels if they are just going to be taken away from you periodically so you can actually do stuff.

Nasrin:
That's kind of where I was coming from.

Why on earth would you "grind" for levels? Unless you consider the act of leveling up "a grind" regardless of circumstance?

The general idea behind it is that in MMOs that use linear leveling with no scaling, the world effectively shrinks as you level. Once you're finished with a zone, there's little or no reason to ever return and play there, unless the devs create artificial reasons to pipe you back through (say, by placing a fetch quest there, or by periodically forcing you to return to a home point for training), or unless you're pittering about for the purposes of assisting a lower level friend with your godlike character. These MMOs tend to resemble pyramids...fat at the bottom, narrow at the top, with end game activity restricted to the same tiny handful of dungeons and zones, which must be farmed in perpetuity, and all the other content is now essentially abandoned and worthless. This leads to new players describing the experience as a "ghost town", as after a few months 90% of the player base is congregating in 10% of the world.

By scaling the player, the world retains some sense of challenge and interest. You can go fight in the starter zone and get level appropriate rewards and experience and a mild challenge, instead of facerolling grey mobs and getting trash. You still have access to all the skills, gear and traits of a higher level character, so you've not been completely "stripped" of your accomplishments, but you're scaled to the point where you can still be harmed and killed by the enemies in the zone, and can still profit from their defeat.

Make sense?

I've not enough experience with it to tell you if its working as intended mind you, but that's the philosophy underpinning it.

That does make a lot of sense.

Why not just have variety in each zone? Like... if you're in the Swamps of Whatever, you can kill low level, weak rats in one corner, but in other areas there are crocs and snakes and loch ness monsters, etc. that as a weak person you know to avoid.

Is there a problem with this that I'm missing? I felt like in EQ low levels were given reasons to have to skirt around much higher level creatures all the time, and it made the environment feel more real and hostile.

Nasrin:
That does make a lot of sense.

Why not just have variety in each zone? Like... if you're in the Swamps of Whatever, you can kill low level, weak rats in one corner, but in other areas there are crocs and snakes and loch ness monsters, etc. that as a weak person you know to avoid.

Is there a problem with this that I'm missing? I felt like in EQ low levels were given reasons to have to skirt around much higher level creatures all the time, and it made the environment feel more real and hostile.

I actually enjoyed that aspect of Everquest quite a bit, but I'm not sure if it would be a huge hit with the modern MMO audience. Quietly killing level 16 Dervishes and suddenly getting blind sided and ROFLstomped by a level 40 Hill Giant would probably seem less charming and more "random and horrible" these days. There was a level 26 werewolf running around in Silverpine in WoW that eventually got nerfed/removed because of one too many surprised victims.

But as with everything, I'm sure the zones will have their nasty spots and their soft spots. Just no mobs o' instant death patrolling around.

TheDrunkNinja:
All of which fell flat on their face and went to free to play!

"Free to play" is like a license to print money, you know. It's not the white flag of surrender it's become popularly known as.

Another not so sterling addition to the "things that tried to be like wow" hole. It's getting so full now we might have to start a new one.

I guess tweaking the Skyrim/Oblivion system slightly would have been to much to hope for.

I'll still check out the game if it's handled Guild Wars style or free to play. It'll have to severely impress me closer to release in order to consider a subscription model.

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