It looks like you're new here. If you want to get involved, click one of these buttons!
Did anybody else notice that the NPC's don't follow a daily routine? They don't wake up, eat breakfast, go to work, come home, go to bed...etc. I also noticed that shops are open 24/7...what's up with that? Everything just feels stagnant and plastic...
On a side-note, where are all the houses at? Why can't I go around picking locks and breaking in to houses? What gives?
Comments
skyrim is --------> that way. Its an mmorpg good luck coding all that into a persistant world with a million players..
Not sure if serious. I'm hoping you are parody-posting, here. Otherwise, I'd suggest learning what an MMO is, and how it differs from a single-player game in terms of restriction.
If you weren't serious...well done.
MMOs are in general, watered-down games (Less features) compared to single player games or co-op only games, sacrified to get a massive amount of players on the same game, often leading to being games that don't have long life spans if they don't have the little content done correctly.
So yea, in ESO, you dont have housing, you don't have those npc routines, and there's plenty of other things that aren't in, if you want to keep to quality game, don't go into MMOs, play co-op or single player games, that's where the rich features are.
First of all, it isn't my job to code this into the game. I am a game player. I always think it's funny when people on forums are like "oh it's an MMO so that's hard to do...that's why they didn't do it." If programmers just gave up on all the hard stuff we wouldn't have any progressive games. Secondly, do you think it's seriously that hard to do? They already have day and night in the game. They script movements for some of the NPC's in the game already, especially the quest NPC's.
Why is it that people are so willing to accept mediocrity?
I'm no programmer but considering how MMORPGs already have NPCs walking about, initiating converstations with each other, playing instruments, cooking... I don't think coding is a problem. It's a matter of accessibility.. If NPCs went to sleep when night comes about people wouldn't be able to complete their quests. I wouldn't mind, it'd only add to the immersion. But in this day and age MMORPGs are all about fast progression, constant and easy accessibility and no challenges.
so say we all
Have you ever considered the possibility, that you are not alive, but a programed organic machine that has been coded by your dna like a model has been coded with AI?
I understand what you're saying, and I could even buy that as an acceptable answer if it wasn't for the fact that they keep telling us that this isn't a "rush to the finish-line" game. Even the splash screen has tips like "be sure to read everything" to let us know that useful information can be found on bookshelves or bedside letters. It seems like closing shops would add more spice to the game. Maybe some places are open later than others so instead of mind-numbingly running to "the merchant" you would have to think about who was open at that time...kind of like...Elder Scrolls?
I think you are having difficulty finding the transition from a single player game to one that has been designed for hundreds of thousands, or millions, of people that are online at any given time. I don't see any developer designing city merchant content that people have to wait for 8-12 hours to access. There are games that have day and night cycle mob spawns, but for regular merchants city-wide? It's not a matter of doability, but feasibility. It's not practical.
I agree, but certainly there are options which can counter this 'problem' if you will allow me to call it such. Only the sky is the limit and sometimes feasibility is but a an excuse for laziness. Make shops close at night.. Instead, if a player wishes to sell things, a few traders, looking for shelter for the night, can be found at the local inn having a few drinks. You can sell them stuff and a limited set of things. Or, hunters can be found outside the city wall who'll purchase your items. Redirection is key.. When features occasionally moves from one place to another it provides a sense of a living world.
Yeah Skyrim is that way ----->
You need to remember that this is Elder Scrolls + MMO, and not just Elder Scrolls.
Therefore the game will have some things from MMOs, and some things from Elder Scrolls, just not all from both.
So deal with it.
The night cycle in this game does not last very long, and I do not find it impractical. In fact, I find it highly pragmatic that a game would employ times for merchants in order to increase strategic thinking and promote world immersion. Maybe players would go visit the tavern and hang out with some friends while waiting for the stores to open. Or, they go on a late night hunt in the woods while they wait for daylight to come.
I'll try and summarize this as simply as possible. This isn't Skyrim. This is ESO. They are not the same games. They are not even made by the same company.
If you enjoy aspects of this game, great for you. If not, I'm sorry you're not enjoying yourself. If you want more Skyrim feel, play Skyrim. If you want an ES feel built into an MMO, play ESO. If you don't agree with some of the design decisions made for ESO, I invite you to send feedback to the devs. They appear to be listening to the community at large.
If you do not understand why an MMO cannot match Skyrim's gameplay then please listen to others as they try to explain the complexities. It is quite rude to complain about x/y/z being different or missing then completely dismissing someone when they try to explain why a Massive Multiplayer Online Game would be different than a single player game.
Have a nice day.
It actually seemed very similar to SWTOR to me. You do quests that should have a dramatic impact on the world but none of that has any effect on anyone else's version of the world, and once you finish the quests in an area there is no reason to ever go back.
A bit rude..
Last I looked ESO was not just a MMO.. It was, in fact, an MMORPG. RPG remains at the heart of the genre, or so I would like to believe, and it's only natural for us to want features we associate with RPGs. However, it has become so common to regard anyone who displays even the slightest sign of critical thinking as a hater of a specific game. The only reason we are pointing out flaws or making suggestions is because we believe it is in the best interest of the game. I, too, thought the game was a bit 'dead'. Certainly better than other MMORPGs out there but still lacking. I've also critisised other aspects of the game only to receive the same form of response: I'm a hater who only wishes to see the game fail and I'm also self-entitled.
In my opinion, though, it has nothing to do with entitlement. We do what we do because we want the game to succeed and prosper. Success = longevity. The real haters are those who zealously defend a particular game despite its obvious flaws - people who tell us to 'deal with it' instead of realising that a game can be so much better. If you truly believe the game is perfect as it is, then I believe there are better ways to express your opinion than telling people to deal with it.
Okay, so you actually were serious.
In that case...lol.
Tell me which MMO's have quests that when YOU, yourself complete have a dramatic impact on the world and everyone else's version of that world?
Also, ESO has day/night cycles and weather changes....something SWTOR lacks and that's why it feels very stagnant/static to me.
Atleast not until 50. When the whole world is converted into 50+ content, including the areas you lvl;d though.
Wow... you guys are really rude to not say the a word as some are sensitive yet insult others.
This is a legitimate question. Being an mmo or not there's games where npcs have a rotation of what they do, there's no excuse for this one to let it slide. For example the latest mmorpg released final fantasy a realm reborn got bashed for static npcs, why shouldn't this be not? If anything this is more prone to receive such criticisims based on the single player have npcs with daily routines and shit.
Putting npcs to sleep in their houses at night wouldn't be in any tough to say the least even having some routine, guild wars 2 has it and there's tons of npcs in the capitals. (Have you seen the humans capital? it's immense!)
There's already a day/night cycle and there could still be some refugees selling/accepting stuff maybe at a more dishonest price to make it more "realistic".
It could work.
In Morrowind the NPCs do not follow a schedule, in Daggerfall, Oblivion, and Skyrim you can /wait and instantly to change the time of day. What you are asking for has never, and will never, be an aspect of The Elder Scrolls.
Just a point of contention, but Morrowind was my favorite TES and TESO reminds me of it greatly, including the lack of an AI driven schedule.
----------
Life sucks, buy a helmet.
All of the NPC's are on a set routine schedule, as well as curl up behind locked doors at night in AA? If so that's cool, either way it's not a simple task for programmer nor engine to pull off.
Setting up a schedule isn't that hard a task in the CK, setting up multiple isn't either, it's all a matter of placing markers and creating paths. From a design standpoint it's not that much work (it can be very time consuming).
However, the inner workings that programmers create is a tad more complex, if I understand it correctly it's a matter of setting up the engine to track said movement, which might not sound like much, yet I'd wager it is, as you have to account for everything else being tracked. This is one of the things that was causing problems (supposedly) with the ps3 version of Skyrim (item tracking) the split memory of the PS3 had a hard time with it. The larger your save file got, the harder it became to keep track of all that had moved, been picked up, etc.. in the game world. Which eventually just became too much for the system to handle, resulting in loss of that play through more or less.
I'm not saying an MMO would have such problems, but if a single player game can have so many issues arise from the skyrim system of tracking, an MMO seems to be a lot bigger a hurdle to jump, just based on stuff I've read about Skyrim.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
lmao
even NPCs are about to quit this game xD