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Elder Scrolls Online

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General Discussion  » TESO PvE

9 posts found
  User Deleted
 
OP  10/14/12 6:27:34 AM#1

Still hoping the game doesnt morph into a vertical progression gear grind.  I would love to see Crafted gear and random drops being equal in power to anything found in dungeons or raids.  Time will tell.

 

I am most looking forward to the PvE based on these nuggets gleamed from what we know on the http://tamrielfoundry.com/development-faq/#contents

 

Character advancement will revolve largely around “hubless quest design” in order to preserve the sense of freeform exploration and progression which is an iconic feature of the Elder Scrolls. The game uses focal “points of interest” which are self-contained adventure modules that players may encounter during their travels. Townsfolk will direct players towards nearby POIs, but Zenimax Online is trying to shy away from quest hubs and breadcrumb chains. Many NPCs can direct the player to the same quest, so the player can easily find nearby quests without needing floating exclamation marks or strategy guides.

 

Speechcraft exists in the game, and can be used to “short-circuit” or sidestep certain quest obstacles, this often opens up alternative means of completing quest objectives.

 

TES:O will feature both public and instanced dungeons. Public dungeons are not separated from the regular world via instancing, and allow for organic cooperation, grouping, and even competition between players. Instanced dungeons also exist, which will deliver a more contained, story driven experience to a group of players. Public dungeons are excellent at providing “drive-by” social experiences with new players by facilitating spontaneous group formation with fellow gamers.

 

ZOS is designing to reward exploration with “vignettes” that are small events or challenges which are hidden off the beaten path around the world.

 

Most small public dungeons located throughout the world are balanced to be challenging for 1.5 players, where they will provide a significant challenge for a solo player, but be comfortably clearable for a small group.

 

Quest rewards and public boss drops are individual specific and linked to the player’s class. This is to encourage grouping without penalizing players by forcing them to distribute shared loot. Additionally, many quest objectives are automatically shared with nearby players in the world to encourage cooperation, even if players don’t actually form a group. Furthermore, there are no kill lockouts. If you assist a fellow player in slaying monsters, both of you will recieve experience and quest credit even if you are not grouped. Zenimax wants to discourage competitiveness within ones own faction, and encourage players to work together against common enemies.

 

Combat, class, and ultimate abilities may be changed whenver you want, provided you are not in combat. Because TESO uses a smaller number of active combat abilities than other games, the design team is ensuring that every ability a player can use is awesome and powerful, while eliminating filler abilities that provide only supplementary benefit.

 

You will have the ability to charge up attacks in order to hit harder at the expense of quickness.

 

Each class can use every type of weapon in the game, and the currently equipped weapon automatically determines the first two abilities on the player’s hotbar, a precise “light” attack, and a hard-hitting “heavy” attack respectively. As the player uses a particular weapon type they gain skill and further proficiency with that type of armament. All weapons will require practice to master. Mastering a weapon can unlock additional alternative melee attacks that can be slotted.

 

Groups can rapidly accumulate finesse by performing attack combos that use synergistic abilities to produce a special effect. Completing an encounter with high finesse yields additional rewards ranging from a small experience boost to additional magical loot.

 

 

 

 

  karmath

Novice Member

Joined: 8/24/05
Posts: 843

10/14/12 6:33:11 AM#2
Originally posted by Zylaxx

Still hoping the game doesnt morph into a vertical progression gear grind.  I would love to see Crafted gear and random drops being equal in power to anything found in dungeons or raids.  Time will tell.

 

I am most looking forward to the PvE based on these nuggets gleamed from what we know on the http://tamrielfoundry.com/development-faq/#contents

 

Character advancement will revolve largely around “hubless quest design” in order to preserve the sense of freeform exploration and progression which is an iconic feature of the Elder Scrolls. The game uses focal “points of interest” which are self-contained adventure modules that players may encounter during their travels. Townsfolk will direct players towards nearby POIs, but Zenimax Online is trying to shy away from quest hubs and breadcrumb chains. Many NPCs can direct the player to the same quest, so the player can easily find nearby quests without needing floating exclamation marks or strategy guides.

 

Speechcraft exists in the game, and can be used to “short-circuit” or sidestep certain quest obstacles, this often opens up alternative means of completing quest objectives.

 

TES:O will feature both public and instanced dungeons. Public dungeons are not separated from the regular world via instancing, and allow for organic cooperation, grouping, and even competition between players. Instanced dungeons also exist, which will deliver a more contained, story driven experience to a group of players. Public dungeons are excellent at providing “drive-by” social experiences with new players by facilitating spontaneous group formation with fellow gamers.

 

ZOS is designing to reward exploration with “vignettes” that are small events or challenges which are hidden off the beaten path around the world.

 

Most small public dungeons located throughout the world are balanced to be challenging for 1.5 players, where they will provide a significant challenge for a solo player, but be comfortably clearable for a small group.

 

Quest rewards and public boss drops are individual specific and linked to the player’s class. This is to encourage grouping without penalizing players by forcing them to distribute shared loot. Additionally, many quest objectives are automatically shared with nearby players in the world to encourage cooperation, even if players don’t actually form a group. Furthermore, there are no kill lockouts. If you assist a fellow player in slaying monsters, both of you will recieve experience and quest credit even if you are not grouped. Zenimax wants to discourage competitiveness within ones own faction, and encourage players to work together against common enemies.

 

Combat, class, and ultimate abilities may be changed whenver you want, provided you are not in combat. Because TESO uses a smaller number of active combat abilities than other games, the design team is ensuring that every ability a player can use is awesome and powerful, while eliminating filler abilities that provide only supplementary benefit.

 

You will have the ability to charge up attacks in order to hit harder at the expense of quickness.

 

Each class can use every type of weapon in the game, and the currently equipped weapon automatically determines the first two abilities on the player’s hotbar, a precise “light” attack, and a hard-hitting “heavy” attack respectively. As the player uses a particular weapon type they gain skill and further proficiency with that type of armament. All weapons will require practice to master. Mastering a weapon can unlock additional alternative melee attacks that can be slotted.

 

Groups can rapidly accumulate finesse by performing attack combos that use synergistic abilities to produce a special effect. Completing an encounter with high finesse yields additional rewards ranging from a small experience boost to additional magical loot.

 

 

 

 

Its WoW clone with a twist number #3456, expect nothing else besides it going FTP in less than 6 months.

  kaiser3282

Tipster

Joined: 5/21/08
Posts: 2692

10/14/12 6:42:06 AM#3
Originally posted by karmath
Originally posted by Zylaxx

Still hoping the game doesnt morph into a vertical progression gear grind.  I would love to see Crafted gear and random drops being equal in power to anything found in dungeons or raids.  Time will tell.

 

I am most looking forward to the PvE based on these nuggets gleamed from what we know on the http://tamrielfoundry.com/development-faq/#contents

 

Character advancement will revolve largely around “hubless quest design” in order to preserve the sense of freeform exploration and progression which is an iconic feature of the Elder Scrolls. The game uses focal “points of interest” which are self-contained adventure modules that players may encounter during their travels. Townsfolk will direct players towards nearby POIs, but Zenimax Online is trying to shy away from quest hubs and breadcrumb chains. Many NPCs can direct the player to the same quest, so the player can easily find nearby quests without needing floating exclamation marks or strategy guides.

 

Speechcraft exists in the game, and can be used to “short-circuit” or sidestep certain quest obstacles, this often opens up alternative means of completing quest objectives.

 

TES:O will feature both public and instanced dungeons. Public dungeons are not separated from the regular world via instancing, and allow for organic cooperation, grouping, and even competition between players. Instanced dungeons also exist, which will deliver a more contained, story driven experience to a group of players. Public dungeons are excellent at providing “drive-by” social experiences with new players by facilitating spontaneous group formation with fellow gamers.

 

ZOS is designing to reward exploration with “vignettes” that are small events or challenges which are hidden off the beaten path around the world.

 

Most small public dungeons located throughout the world are balanced to be challenging for 1.5 players, where they will provide a significant challenge for a solo player, but be comfortably clearable for a small group.

 

Quest rewards and public boss drops are individual specific and linked to the player’s class. This is to encourage grouping without penalizing players by forcing them to distribute shared loot. Additionally, many quest objectives are automatically shared with nearby players in the world to encourage cooperation, even if players don’t actually form a group. Furthermore, there are no kill lockouts. If you assist a fellow player in slaying monsters, both of you will recieve experience and quest credit even if you are not grouped. Zenimax wants to discourage competitiveness within ones own faction, and encourage players to work together against common enemies.

 

Combat, class, and ultimate abilities may be changed whenver you want, provided you are not in combat. Because TESO uses a smaller number of active combat abilities than other games, the design team is ensuring that every ability a player can use is awesome and powerful, while eliminating filler abilities that provide only supplementary benefit.

 

You will have the ability to charge up attacks in order to hit harder at the expense of quickness.

 

Each class can use every type of weapon in the game, and the currently equipped weapon automatically determines the first two abilities on the player’s hotbar, a precise “light” attack, and a hard-hitting “heavy” attack respectively. As the player uses a particular weapon type they gain skill and further proficiency with that type of armament. All weapons will require practice to master. Mastering a weapon can unlock additional alternative melee attacks that can be slotted.

 

Groups can rapidly accumulate finesse by performing attack combos that use synergistic abilities to produce a special effect. Completing an encounter with high finesse yields additional rewards ranging from a small experience boost to additional magical loot.

 

 

 

 

Its WoW clone with a twist number #3456, expect nothing else besides it going FTP in less than 6 months.

Its actually not a WoW clone. Its more of a hybrid clone of GW2 and DAOC.

It doesnt have the look / style of WoW, the mechanics of WoW, and only a few features that WoW has. Most of what theyre using exists in other games, but not WoW.

  User Deleted
 
OP  10/14/12 6:45:10 AM#4
Originally posted by karmath
Originally posted by Zylaxx

Still hoping the game doesnt morph into a vertical progression gear grind.  I would love to see Crafted gear and random drops being equal in power to anything found in dungeons or raids.  Time will tell.

 

I am most looking forward to the PvE based on these nuggets gleamed from what we know on the http://tamrielfoundry.com/development-faq/#contents

 

Character advancement will revolve largely around “hubless quest design” in order to preserve the sense of freeform exploration and progression which is an iconic feature of the Elder Scrolls. The game uses focal “points of interest” which are self-contained adventure modules that players may encounter during their travels. Townsfolk will direct players towards nearby POIs, but Zenimax Online is trying to shy away from quest hubs and breadcrumb chains. Many NPCs can direct the player to the same quest, so the player can easily find nearby quests without needing floating exclamation marks or strategy guides.

 

Speechcraft exists in the game, and can be used to “short-circuit” or sidestep certain quest obstacles, this often opens up alternative means of completing quest objectives.

 

TES:O will feature both public and instanced dungeons. Public dungeons are not separated from the regular world via instancing, and allow for organic cooperation, grouping, and even competition between players. Instanced dungeons also exist, which will deliver a more contained, story driven experience to a group of players. Public dungeons are excellent at providing “drive-by” social experiences with new players by facilitating spontaneous group formation with fellow gamers.

 

ZOS is designing to reward exploration with “vignettes” that are small events or challenges which are hidden off the beaten path around the world.

 

Most small public dungeons located throughout the world are balanced to be challenging for 1.5 players, where they will provide a significant challenge for a solo player, but be comfortably clearable for a small group.

 

Quest rewards and public boss drops are individual specific and linked to the player’s class. This is to encourage grouping without penalizing players by forcing them to distribute shared loot. Additionally, many quest objectives are automatically shared with nearby players in the world to encourage cooperation, even if players don’t actually form a group. Furthermore, there are no kill lockouts. If you assist a fellow player in slaying monsters, both of you will recieve experience and quest credit even if you are not grouped. Zenimax wants to discourage competitiveness within ones own faction, and encourage players to work together against common enemies.

 

Combat, class, and ultimate abilities may be changed whenver you want, provided you are not in combat. Because TESO uses a smaller number of active combat abilities than other games, the design team is ensuring that every ability a player can use is awesome and powerful, while eliminating filler abilities that provide only supplementary benefit.

 

You will have the ability to charge up attacks in order to hit harder at the expense of quickness.

 

Each class can use every type of weapon in the game, and the currently equipped weapon automatically determines the first two abilities on the player’s hotbar, a precise “light” attack, and a hard-hitting “heavy” attack respectively. As the player uses a particular weapon type they gain skill and further proficiency with that type of armament. All weapons will require practice to master. Mastering a weapon can unlock additional alternative melee attacks that can be slotted.

 

Groups can rapidly accumulate finesse by performing attack combos that use synergistic abilities to produce a special effect. Completing an encounter with high finesse yields additional rewards ranging from a small experience boost to additional magical loot.

 

 

 

 

Its WoW clone with a twist number #3456, expect nothing else besides it going FTP in less than 6 months.

Pray tell what is WoW clone about it?  Sounds like someone is either jaded that we arent getting Skyrim online, a jaded sandbox player or a troll.  I would suspect the latter.

  User Deleted
 
OP  10/14/12 6:46:55 AM#5
Originally posted by kaiser3282
Originally posted by karmath
Originally posted by Zylaxx

Still hoping the game doesnt morph into a vertical progression gear grind.  I would love to see Crafted gear and random drops being equal in power to anything found in dungeons or raids.  Time will tell.

 

I am most looking forward to the PvE based on these nuggets gleamed from what we know on the http://tamrielfoundry.com/development-faq/#contents

 

Character advancement will revolve largely around “hubless quest design” in order to preserve the sense of freeform exploration and progression which is an iconic feature of the Elder Scrolls. The game uses focal “points of interest” which are self-contained adventure modules that players may encounter during their travels. Townsfolk will direct players towards nearby POIs, but Zenimax Online is trying to shy away from quest hubs and breadcrumb chains. Many NPCs can direct the player to the same quest, so the player can easily find nearby quests without needing floating exclamation marks or strategy guides.

 

Speechcraft exists in the game, and can be used to “short-circuit” or sidestep certain quest obstacles, this often opens up alternative means of completing quest objectives.

 

TES:O will feature both public and instanced dungeons. Public dungeons are not separated from the regular world via instancing, and allow for organic cooperation, grouping, and even competition between players. Instanced dungeons also exist, which will deliver a more contained, story driven experience to a group of players. Public dungeons are excellent at providing “drive-by” social experiences with new players by facilitating spontaneous group formation with fellow gamers.

 

ZOS is designing to reward exploration with “vignettes” that are small events or challenges which are hidden off the beaten path around the world.

 

Most small public dungeons located throughout the world are balanced to be challenging for 1.5 players, where they will provide a significant challenge for a solo player, but be comfortably clearable for a small group.

 

Quest rewards and public boss drops are individual specific and linked to the player’s class. This is to encourage grouping without penalizing players by forcing them to distribute shared loot. Additionally, many quest objectives are automatically shared with nearby players in the world to encourage cooperation, even if players don’t actually form a group. Furthermore, there are no kill lockouts. If you assist a fellow player in slaying monsters, both of you will recieve experience and quest credit even if you are not grouped. Zenimax wants to discourage competitiveness within ones own faction, and encourage players to work together against common enemies.

 

Combat, class, and ultimate abilities may be changed whenver you want, provided you are not in combat. Because TESO uses a smaller number of active combat abilities than other games, the design team is ensuring that every ability a player can use is awesome and powerful, while eliminating filler abilities that provide only supplementary benefit.

 

You will have the ability to charge up attacks in order to hit harder at the expense of quickness.

 

Each class can use every type of weapon in the game, and the currently equipped weapon automatically determines the first two abilities on the player’s hotbar, a precise “light” attack, and a hard-hitting “heavy” attack respectively. As the player uses a particular weapon type they gain skill and further proficiency with that type of armament. All weapons will require practice to master. Mastering a weapon can unlock additional alternative melee attacks that can be slotted.

 

Groups can rapidly accumulate finesse by performing attack combos that use synergistic abilities to produce a special effect. Completing an encounter with high finesse yields additional rewards ranging from a small experience boost to additional magical loot.

 

 

 

 

Its WoW clone with a twist number #3456, expect nothing else besides it going FTP in less than 6 months.

Its actually not a WoW clone. Its more of a hybrid clone of GW2 and DAOC.

It doesnt have the look / style of WoW, the mechanics of WoW, and only a few features that WoW has. Most of what theyre using exists in other games, but not WoW.

It does have its own innovative features but I agree its way more a clone of GW2 or DAoC then WoW.  TESO has nothing, aboslutely zero in common with WoW other then it has character avatars in a persistent 3D world.

  ShadowedMare

Novice Member

Joined: 7/10/12
Posts: 28

10/21/12 12:11:22 AM#6
The PvE sounds great, I'm glad to see they're testing a few new innovations of their own. It's sad to see so many people upset about the announcement of ESO, but I guess it's better to be underhyped then overhyped. 

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  Hrimnir

Elite Member

Joined: 5/24/10
Posts: 1222

10/21/12 12:16:28 AM#7
 
 
Originally posted by karmath
Originally posted by Zylaxx

*snip*

Its WoW clone with a twist number #3456, expect nothing else besides it going FTP in less than 6 months.

It's going to go file transfer protocol in 6 months?!?!!!

 

"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."

- Friedrich Nietzsche

  busdriver

Novice Member

Joined: 5/17/06
Posts: 923

10/21/12 1:40:49 AM#8

You have access to only 1/3 of the PvE content no matter which race you decide to play.

I fully expect each PvE area to be more or less a mirror of eachother, contentwise. They chose the easiest way with everything else, no reason to think that doesn't apply to PvE as well.

  Entinerint

Advanced Member

Joined: 5/06/12
Posts: 754

10/21/12 1:47:34 AM#9
Originally posted by busdriver

You have access to only 1/3 of the PvE content no matter which race you decide to play.

I fully expect each PvE area to be more or less a mirror of eachother, contentwise. They chose the easiest way with everything else, no reason to think that doesn't apply to PvE as well.

Pretty much, the game is entirely copy-paste design anyway, so I wouldn't doubt it.