This is pretty basic as basic concepts go.
It covers everything from fishing loot to crafting loot to trash mob loot to boss mob loot to treasure chest loot to... (goes on forever).
I like what ZOS did with trash loot using the Blackfeather Court in the Clockwork City DLC. Looking forward to them doing more with loot.
Writing things for me that are addressed to ZOS. Or is it writing things for ZOS addressed to me? Or... well, it's a place to migrate my ideas and add new ones concerning the Elder Scrolls Online, OK?
Sunday, April 12, 2020
Basic Concept: Enhacing PvP Zones
It's really hard for me to add this basic concept or type of feature without getting into specifics. It's hard for all of them, but wow have I written so much about this in the past.
Some things that have been added are similar to such suggestions, though I'm not vain enough to my suggestions had any effect on the implementation of:
Still, there's a lot more I'd like to see.
Some things that have been added are similar to such suggestions, though I'm not vain enough to my suggestions had any effect on the implementation of:
- capturable towns
- siegable bridges and milegates
- special crafting stations in Cyodiil
- alliance themed outfit motifs
Still, there's a lot more I'd like to see.
Basic Concept: Adding Extra Challenge
There regular request on the official forums for more challenge in PvE content, particularly in the open world and their open instances. This is difficult, as there are experienced players and new ones, there are people with top level gear and builds and those in quest reward and mob drop mishmash, those with physical and neurological limitations to their game play and those without, and so on.
The lead developers have stated that they want more challenging play to be optional, so they lock it behind privately instanced content.
Well, most of it.
There are dolmens and their equivalents and world bosses that offer varying increases of challenge compared to one or three mobs here and there. Not nearly as much challenge, though, as veteran hardmode DLC dungeons and trials and DLC group/solo arenas. Here I'm talking about the difficulty or challenge of one type of content relative to other types of content. Not what individual player's personally consider to be challenging.
So how could extra challenge be added while also making it optional? I've posted and commented about this on the official forums, but to boil it down there are a few options:
The first two are more likely (not likely, *more* likely by comparison), the latter two are not.
Why?
Look at #3 and keep in mind ZOS doesn't like separating people by instance unless necessary. If players are off in their own harder instance, fewer people are in the regular instance chatting, meeting each other, playing together, helping each other, etc. And if there aren't enough players using the harder instance to make that kind of difference, why bother spending developer resources on it?
As for #4, it isn't the same as "not using your Champion Points" from a roleplay perspective. You are taking on some kind of challenge as per a quest/reward system in the game tied to a story. You can choose to activate it to get a harder challenge and whatever comes with it so it isn't forced on anyone. But, still, you are just asking ZOS to make you weaker and they probably won't see a value for their time in that.
This doesn't mean that they will see sufficient value in #1 and #2, but they offer a little more. They are still optional and they fit the a pattern we already see in the game. Specific suggestions for them will be offered in other posts.
The lead developers have stated that they want more challenging play to be optional, so they lock it behind privately instanced content.
Well, most of it.
There are dolmens and their equivalents and world bosses that offer varying increases of challenge compared to one or three mobs here and there. Not nearly as much challenge, though, as veteran hardmode DLC dungeons and trials and DLC group/solo arenas. Here I'm talking about the difficulty or challenge of one type of content relative to other types of content. Not what individual player's personally consider to be challenging.
So how could extra challenge be added while also making it optional? I've posted and commented about this on the official forums, but to boil it down there are a few options:
- add extra private areas in open instances
- add zones or sections of zones that are harder
- add instancing for those who opt into harder content
- add a self-chosen set of debuffs
The first two are more likely (not likely, *more* likely by comparison), the latter two are not.
Why?
Look at #3 and keep in mind ZOS doesn't like separating people by instance unless necessary. If players are off in their own harder instance, fewer people are in the regular instance chatting, meeting each other, playing together, helping each other, etc. And if there aren't enough players using the harder instance to make that kind of difference, why bother spending developer resources on it?
As for #4, it isn't the same as "not using your Champion Points" from a roleplay perspective. You are taking on some kind of challenge as per a quest/reward system in the game tied to a story. You can choose to activate it to get a harder challenge and whatever comes with it so it isn't forced on anyone. But, still, you are just asking ZOS to make you weaker and they probably won't see a value for their time in that.
This doesn't mean that they will see sufficient value in #1 and #2, but they offer a little more. They are still optional and they fit the a pattern we already see in the game. Specific suggestions for them will be offered in other posts.
Basic Concept: Supplementing (Adding to & Expanding on) Base Game Content
The base game is really important. There are many characters, plot elements, locations and so on that are central to the ESO experience. Making the most out of these employs efficiency in game development and also rewards players who've explored and participated in core content.
So far ZOS has done a nice job of this:
There's room for more. Which I will elaborate on in future posts.
So far ZOS has done a nice job of this:
- putting some new DLC dungeons and trials in base game zones
- adding repeatable guild quests (Mages Guild, Fighters Guild, Thieves Guild, Dark Brotherhood) to base game zones
- adding holiday events that sometimes involve less visited places in base game zones
- having NPC from base game zones show up in DLC
There's room for more. Which I will elaborate on in future posts.
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