You Human hating scum Tombstone!
Well I have an Imperial in there !
You Human hating scum Tombstone!
I hope they've fixed the CPU spikes. I couldn't play much last beta weekend as it constantly froze every 30 secs.
I'm not sure I see the point of say, me posting in the WS thread about how awful the game is or how much better ESO will be if I'm not interested in it in the slightest
Oh man, you're going to be Latex enemy number one for that, far too honest
Watch him call you a liar and a troll without actually refuting any of your arguments
There's not going to be a font big enough for the outrage
I know the real reason you're doing this Newbie but props for actually doing it via constructive criticism this time
Picture a new zone like Auridon (or Stonefalls). Now cut that zone down to about 2/3rds that size. Next make everything approximately veteran rank 5-10 (sorta like level 52). Now take those mobs, and make 4x as many in each group. That would be the overworld of the zone.
Now within that zone there is usually an instance dungeon for 4 players (Spindleclutch or whatever). Now take that dungeon, and make the same changes as above (excluding the size I would imagine). The zone is now stuffed full of mobs that are veteran rank 10+ and various bosses that are tuned for 12 players. This is were things get foggy for us – all we know past here is that we can imagine they are close in scale and difficulty as “raids” in past MMO’s (WoW).
We don’t know how many there will be. It is suspected only 1 (as that would follow the idea of the other zones). I do expect however that the “caves” that are normally tuned for 1-2 players in most zones will still exist and be tuned for 4 players – so those could be fun side attraction as well.
I don’t think WoW has an example of an adventure zone really. They seem to go back to more of an EQ/DAoC old school raid zone type of deal – with the added innovation of instancing of the actual raid bosses. The zone will be sort of like an extremely huge 4 man dungeon (that is not instanced) , and the “Trials” will be like Black Temple or possibly something like Mount Hyjal (Hyjal seems like a better bet to me with the ESO system I have seen thus far).
Cyrodiil was not Bethesda’s best open world. Its unrelenting greenness wasn’t nearly so powerful as Fallout 3’s sudden flashes of it, nor as compellingly weird as Morrowind’s massive mushrooms. And where Skyrim offers breathtaking views, 2006’s Oblivion couldn’t help but scupper its own with a dodgy draw distance.
But seven years or so makes the heart fonder and the head forgetful - and we’re quite looking forward to joining The Elder Scrolls Online’s PvP fight across a recognisable warzone. And if Zenimax Online are to be believed, we will recognise it.
“Cyrodiil in our timeline will look very familiar to Oblivion,” wrote Zenimax lead PvP designer Brian Wheeler, “however much more spread out.”
In a long and winding Q&A session with Elitist Jerk forumites, Wheeler confirmed that Zenimax’s version of Cyrodiil was “very, very large” - so much so that it’d take roughly 20 to 30 minutes to cross from North to South on foot.
Given the size of the map, potential players wondered how Zenimax had gone about ensuring that points of interest were scattered throughout. Wheeler answered that besides the major keeps and the outside resources that fuel them, there are “specific choke points” between the territories of the three player Alliances in Cyrodiil. There, we’ll always be able to look for small skirmishes.
The towns dotted throughout Cyrodiil, meanwhile, offer repeatable PvE quests for those looking to take a break from people murder. “Or even better,” suggested Wheeler, “want to look for players taking a break [who] don’t expect to be killed”. PvE objectives will be found in Bruma, Cheydinhal, Chorrol, Cropsford or Vlastarus.
Finally, players asked about the memorable Ayleid ruins that helped define Oblivion’s aesthetic. Wheeler confirmed their return, in Cyrodiil and elsewhere, as dungeons to explore with “stories focused around them”.
“Coming from a purely combat standpoint like the buffs from Oblivion, some Ayleid wells will also offer a temporary bonus to stats once you interact with them,” he said. “These are especially useful in Cyrodiil as you can imagine.”
I’m coming round to the idea that PvP is where The Elder Scrolls Online will make its mark - and likely where you’ll find the majority of its players 10 years down the line. What do you reckon? Maybe read yesterday's story on PvP fortifications in The Elder Scrolls Online if you're interested.
Crafted gear of the same level and same quality as gear found in the world is almost always better. For instance, if you find a level 22 sword of fine quality, but your friend crafts a level 22 sword of fine quality, the damage done by the crafted sword is going to be slightly better. However, some of the gear you find in the world will have unique enchantments or set bonuses crafters cannot replicate. Still, a crafter might be able to take that dropped item and make it even better while retaining the unique enchantment.
Just ignore him, he's just trolling all the time. Based upon some the quotes I've read from other peoples posts, he's massively misinformed. Like badly.
Based of what your saying:
You can level just as effective in PvP as you can in PvE as they have uncoupled the skills to levels, so you will not longer out level your skills.
Crafted gear on the journey to 50 is better than dropped (greens I'd imagine but I don't know) but the requirements of making set gear (lots of research hours) and underwhelming effects mean they're not worth making (apparently). I'm sure if ZoS look at their data and don't see them being utilised they'll do some upgrading.Crafting hasn't got nerfed and its pretty simple to understand:
You can craft good gear at special sites.
Dropped gear is better then the above but made even better by crafters, as they can apply enhancements to the gear.
Crafters are the only people able to make the best gear in the game.
Veteran XP has been nerfed so you don't max out after doing a handful of zones, this way it spreads you out over the other zones. Personally there is nothing wrong with that.
There is 1 adventure zones with single player, group play, raid and dynamic world content.
You also have unique raid and dungeon combat in the PvP only zone if you control it.
So post 50++ content you have more then enough to keep you going.
Craglorn description by one of the high end testers from TF:
And they are planning multiple zones like this.
Oh, Newbie, you suck for saying Vanguard is the worst MMO of all time! Well, it did suck a bit, but it had so much potential
The whole **** storm over addons is very pertinent I feel, they went with a proper MMO Ui at 1st (combat log, nameplates etc) but then dumbed it down/stripped it back after the outcry from ES 'nerds' and went for a very Elder scrolls esque UI (God knows why, the UI's are the wost thing from the series). They countered this by claiming addon builders everywhere will be able make/code all the usual goodies. However the API has massive loopholes resulting in an insane amount of botting (in a closed beta bear in mind, ooops ). As they cant fix the issue the are jumping the shark and closing it off, good move? No and typical of the way the game has gone down.
I still have the Vision™ printed off somewhere
Seems that isn't the case at all. They've put the lock on so that people can halt their XP gain if they desire, but the gain from killing players has been diminished. I can't really see too much in this because if you're playing the game for PvP, levelling isn't really an issue as you'll be involved in so much fighting that you'll get to max level soon enough anyway. If you're not that involved in PvP, then why are you trying to level in Cyrodill?
Crafted gear on the journey to 50 is better than dropped (greens I'd imagine but I don't know) but the requirements of making set gear (lots of research hours) and underwhelming effects mean they're not worth making (apparently). I'm sure if ZoS look at their data and don't see them being utilised they'll do some upgrading.
Yeah, this is actually the biggest one that I agree with Newbie on. There seem to be lots of rumblings that after doing all three, campaigns for wont of a better word I suppose, you'll end up at around vet 7, maybe 8. That leaves no content other than adventure zones/dungeons/grinding with which to get your remaining levels. If you're not lucky (or desirable) enough to get regular grouping (which cancels out AZ/dungeons) then it is going to be a long, lonely walk toward vet 10. As I said, I have faith that something will be in the works to remedy this.
A big concern right now with addons is the amount of information the ESO API allows for them to see. The default UI has a very minimalist design to it which doesn't show on-screen a large amount of the data available at any given time.
For instance, here is a function from the API which an addon could use to see a lot of information about a unit casting a spell in the vicinity...
GetUnitCastingInfo(string unitTag)
Returns: string actionName, number timeStarted, number timeEnding, bool isChannel, integer barType, bool canBlock, bool canInterrupt, bool isChargeUp, bool hideBar
Some of the most important information this function returns includes:
The name of the spell/action
When the cast began
When the cast will finish
Whether the spell/action is channeled or a chargeup type spell
If the spell/action can be interrupted
If the spell/action can be blocked
The addon could then take some action(s) based on this information it has received...
However! It is incredibly important to realize....
By and large, the ESO API does not allow an addon to issue combat or movement commands for the player. So by itself, the addon is only capable of notifying the player of this information. In theory this prevents "cheating" or "botting".
Access to this kind of information does, however, make botting a fairly trivial task using an outside application. For example, you could make an addon which uses the above function to detect whenever a certain interruptable spell is being cast nearby and do something non-combat related in the UI, say place a 1 pixel pink square at a specific location on the screen. A program external to the game could be setup to look at that one pixel and enter some keypresses automatically whenever that pixel turns pink. Voila, you have an auto-interrupter. This is cheating and could very easily get you banned.
The two most obvious ways to prevent this are to...
implement tools to detect/police these external applications which use the legitimate API information to cross the line
or
cut off the information at the source by removing addon access to the API functions which give the exploitable information to those external applications in the first place
The former would preserve access to those API functions for legitimate uses, but is much more difficult and invasive to pull off (the game would need detection algorithms and/or a sniffer application that can look at what is running on your computer outside of the game).
The latter would solve the problem for good, but deny a great deal of functionality to addons which would use the information legitimately.
Zenimax has stated that they will be taking a pretty firm stance on exploits of the API. They are very much against the idea of players feeling forced to get a certain addon in order to stay competitive in the game.
To address some of your specific concerns....
Automatic PvP Blocking
Addressed above
Aggresive Guild-Autoinviting
Definitely possible with the API unless there is some sort of internal cap on invites/time
IP-sniffing
To my knowledge, nothing in the API has access to anything regarding your system information, so no worries there
Peformance Stealing
Addons run locally on the client's computer reactive to "events" (player opened a vendor screen, player looted something, etc.) in the game. As far as I know, there are very few (if any) API functions that create events that are not local to the client and would need to be sent to the server. Even if there are and an addon was made to maliciously spam the server with events, it would probably take a lot of people all using the addon at the same time in one place to notice any effect on latency due to the enormous bandwidth the servers have.
Yes an addon could cause performance issues for the person running the addon
No, it is very unlikely that an addon could create performance issues for other players