Artifacts in TES:O
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Vhailor
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Re: Artifacts in Akavir
Nah, these ideas won't work in MMO. Don't know how many of you actually have played MMO's and if anything other then WoW, but these ideas do not work in MMO. Everyone in MMO will want to get one or two fancy items. Whether they can get them is another thing. Usually such items are an end reward of a long quest chain and that quest chain may involve solo steps, steps which require a group, steps which require to do a raid. These steps may require to have enough faction with some organization or entity, which in turn means that if the player doesn't have it, he/she needs to do then quest for that faction or organization in addition to the item quest chain. And who knows, the quest chain to get the faction with some specific organization or entity may also involve solo, group and raid content. That's how it works in an MMO. And absolutely no-one is going to accept a situation where their hard-earned, hard-worked-for item just disappears from their possession after some time, this would be like a slap in the face of that person and all the time and effort what went into it. And it would cause one helluva ruckus. So no, these ideas are not for an MMO and they will not work in an MMO.
EDIT: and yes, the idea of an "artifact" is that it's rare and hard to get and most likely unique, one of a kind of an item. Which means that these daedric items wouldn't be artifacts, more like "epic items" or "legendary items". There would be really only one artifact for now, the Elder Scroll. And add another, Lorkhan's Heart if anyone would find it, ever. Artifact would be an item of immense power, something what can change the whole world and time, not some old dusty armors or scratched weapons or well used soulstones.
EDIT: and yes, the idea of an "artifact" is that it's rare and hard to get and most likely unique, one of a kind of an item. Which means that these daedric items wouldn't be artifacts, more like "epic items" or "legendary items". There would be really only one artifact for now, the Elder Scroll. And add another, Lorkhan's Heart if anyone would find it, ever. Artifact would be an item of immense power, something what can change the whole world and time, not some old dusty armors or scratched weapons or well used soulstones.
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LtAscott
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Re: Artifacts in TES:O
When i played WoW i always wanted to get thunderfury, since it was pout tried to get it... i never got it... if they make it really really really really hard to get it there will really only be a few of them in the game. Honestly with a .1% prerequisite drop to start the quest, anyone who grinds and grinds and grinds forever, or gets friends to run the same dungeon over and over and over again until they get it, those people are the ones who deserve it, and believe me, there will only be a couple of them in the game, that being said they need to have certain chance on hit/procs that make it worth it, like saviours hide' magic resist increasing to max (85%) when in Werewolf form or something (im hoping the lycanthropic transformation will be a finese/ultimate ability if you catch lycanthropy). or Volendrung makes your 2hand specific skill/perk/abilities all 50% more effective while having the same damage as a normal weap and then u can give them whatever fancy enchantments you want. Those artifacts should make specific things work better, that way they kind of divide themselves up for the different playstyles. Rather then azura granting her star to one person, maybe a lot of people could get a Shard of azuras star, that is still a reusable soul gem but cant hold a grand soul only like greater or lower or something. it would still be greatly useful for LEVELING but no so much at max level. If they make them like the end all best possible thing you can get for that specific playstyle, but nearly rediculously hard to get, i wouldnt mind more then one person at a time having them.
- Pilaf The Defiler
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Re: Artifacts in TES:O
I still maintain that having only one of each Artifact in each shard server would suffice, and like the lore states they can abandon their wielder after a set time period or number of uses. Problem solved. That way different people can still get ahold of them, but they're ultra rare and ultra powerful.
This is actually how Artifacts worked in TES I and TES II. They had a limited number of uses, couldn't be repaired and disappeared from the game world when their durability reached zero. Apply this mechanic to TESO, but make them reappear after a set number of weeks. You could do this via a rarely occurring quest or a rare and powerful enemy NPC.
This is actually how Artifacts worked in TES I and TES II. They had a limited number of uses, couldn't be repaired and disappeared from the game world when their durability reached zero. Apply this mechanic to TESO, but make them reappear after a set number of weeks. You could do this via a rarely occurring quest or a rare and powerful enemy NPC.
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- sevenindasun
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Re: Artifacts in TES:O
I thought about this one day while playing skyrim... I think since each covenant has specific quest line then it would probably have different artifacts.. For instance dawnbreaker could be in skyrim while in highrock their might be a similar weapon but with a different name.. Not sure how they are going to split that between the group... In borderlands he who opens the chest first gets his pick of the best.. Maybe that's how it would be.. If 3 players are in a cave and one runs across a chest with random loot and a nice weapon he gets it first... Artifacts aren't random tho they are rewards.. Idk how they are going to do that, I think they might be random and rewards will be coin split between the group and you have to search for artifacts...
- tague.84
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Re: Artifacts in TES:O
Definitely the way to go would for there to be just the one artifact going around - a countdown timer or durability rating would ensure people make use while they can and if people are aware that that's how they work and are prepared for it then I don't think it would cause too much of a worry for people who worked really hard to get it.... If it really was that hard then it would still be worth bragging rights!
Also in order to balance it out a bit for people who have had them and lost them, they could leave some sort of 'daedric 'taint'' - a permanent buff related to the item, like if you've had Azura's Star then all souls you capture after that time will be notched up a level or the Ebony Mail leaves a 'poison your nearby enemies' effect (as per the Skyrim effect), perhaps Volendrung leaves you a permanent 2-h buff or perk of some kind?
Also in order to balance it out a bit for people who have had them and lost them, they could leave some sort of 'daedric 'taint'' - a permanent buff related to the item, like if you've had Azura's Star then all souls you capture after that time will be notched up a level or the Ebony Mail leaves a 'poison your nearby enemies' effect (as per the Skyrim effect), perhaps Volendrung leaves you a permanent 2-h buff or perk of some kind?
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darkwolf
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Re: Artifacts in TES:O
i like the sound of having only one copy of an artifact in a player's hands at once and having them lose it after a set period of time/ death and having starting points for artifact quests start in some random locations so people don't know where or when it will appear and anyone could stumble upon it.
of course i will change my mind after getting azura's star.
of course i will change my mind after getting azura's star.
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Msirae Faythung
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Re: Artifacts in TES:O
Personally I am a hoarder and love collecting items, if they are exclusive to only one player I will be very disappointed because it will exclude some players.
- Jeelius-Tei
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Re: Artifacts in TES:O
Sadly, I doubt that would be very safe, as it puts the item's owner at two vulnerabilities: 1, the more obvious one, murder for the item.KILINismyBIZNIS wrote:and only one person can have it at a time
And 2, account vulnerabilities; If you have ever played Team Fortress 2 when they released golden wrenches, you would know what I am talking about.
Just a question, is it possible for Daedra to make multiple relics?
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Marelo
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Re: Artifacts in TES:O
They can, yes. There's no lore reason they couldn't. They just usually don't, as far as we know.
And as to the first point you raise, that's assuming that someone can even take the item from someone they killed.
And as to the first point you raise, that's assuming that someone can even take the item from someone they killed.
- Sorenant
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Re: Artifacts in TES:O
I think that some artifact ain't unique as people say. Take Savior's Hide for a instance, it was once created from the skin of Hircine himself when a random guy ventured on his realm and managed to survive for a few days but in Skyrim Hircine creates another piece of this artifact from the hide of a Werewolf. I don't have any lore to back me up but I don't see anything holding Sheogorath back from creating multiple Wabbajacks to spread humorous chaos around Tamriel.
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Re: Artifacts in Akavir
going to stop right here and say you're wrong. Mostly due to how it seems to say the idea can not work in an MMO ever in any way, shape, or form. I can't accept such an idea as I believe if you can define it, you can code it and breath imaginative life into it in a virtual medium.Vhailor wrote:Nah, these ideas won't work in MMO.
As to you're "how it works in an mmo" that's only partially true. It's how games like WoW have done it.
