SajuukKhar said:
I have played several sandbox MMO's
You would pretty much have to rework the entirety of Skyrim's mechanics back to Morrowind's and scrap the perk system in its entirety to get it to work, along with the other changes you talked about. Skyrim's system is so unbalanced in a MMO setting that it would take so much more beyond a few simple tweaks to get it work.
Why would you have to scrap the perk system? Level skills, get perk point, upgrade skill with perk. It would require balancing, I will definitely give you that, but the core mechanic of it is perfectly sound.
SajuukKhar said:
Also Fast travel is in ESO, so no you dont need to remove it, though it is wayshrine based, like Guild Wars 2.
I was talking about fast travel like "be anywhere, open map, click destination, teleport there". That will have to leave. Fast travel from fixed points however is quite a good thing. I'd probably just use the carriages Skyrim had and use that as the fast travel system.
SajuukKhar said:
Skill decay? are you serious? that is literally one of the most fucking stupid ideas I have ever heard of ever. I really cant tell if you are being serious anymore.
I'm definitely serious. Having skill decay, with a penalty, forces players to specialize in a core set of skills. That way you won't have master enchacksmists who can swing a 2h mace like the fist of an angry god. Specialization prevents any one individual from breaking the game in its entirety. It's a derivation of the class system, given a sandbox facelift. It allows players to do anything and everything they want, but it also requires focusing on a core set of skills to the detriment of others. Having players able to do literally everything in the game is one of the biggest problems with most sandbox MMOs.
SajuukKhar said:
I have played MMOs with player cities, they either
A. Become so massive eyesore that everyone complains about them
B. Are super limited in size and scope that they become meaningless.
I have to ask have YOU played MMOs with player cities before?
Yes, and I've seen it work well, and I've seen it work poorly. What a city looks like is irrelevant. It's a sandbox after all, players are supposed to be able to make their territory look like whatever they want. If it offends your aesthetic sensibilities, then leave their territory.
Personally, I'd place a limit on player cities to be somewhere around 1/2-2/3 the size of Whiterun. That seems reasonable for the largest player cities out there. Any larger than that and there would be penalties enacted on the group that founded the city, starting with restricting player housing and instancing it. This would discourage groups (and cities by extension) from getting too large but still retaining the amount of flexibility and customization they should have.