It's obvious others feel very strongly about the subject. Check out the threads below.
http://www.gamesas.com/topic/1450632-dear-zos-raiding-is-a-priority/
http://www.gamesas.com/topic/1450651-why-no-raids-is-a-bad-thing/
http://www.gamesas.com/topic/1450601-poll-no-pve-raids-in-eso/
http://www.gamesas.com/topic/1450717-pve-content/
http://www.gamesas.com/topic/1450770-no-raids/
http://www.gamesas.com/topic/1450960-ok-no-raids-but-what-will-we-do/
Before posting on this thread, try to refrain from trolling or flaming. Everyone has their own opinion.
Read the original thread below:
http://www.gamesas.com/topic/1450632-dear-zos-raiding-is-a-priority/ - 1st Thread
http://www.gamesas.com/topic/1450710-dear-zos-raiding-is-a-priority-pt-ii/ - 2nd Thread
http://www.gamesas.com/topic/1450805-dear-zos-raiding-is-a-priority-pt-iii/ - 3rd Thread
http://www.gamesas.com/topic/1450868-dear-zos-raiding-is-a-priority-iv/ - 4th Thread
Here is a list of some of the features the ESO PvE raiding community would like to see when it comes to scripted encounters present in ESO:
- Raids that are consistent with the lore and story to match the ES story line and IP. They need to feel appropriate to the Elder Scrolls universe.
- Instanced PvE scripted encounter with moderately difficult bosses for groups to overcome.
- Group sizes between 12 to 16 players.
- Some sort of gear progression, but instead of being constantly a vertical progression, sometimes horizontal, so gear isn’t constantly being replaced and thrown away with each new content patch.
- Gear obtained through raiding should be equivalent to what can be obtained through PvP, neither should be more powerful than the other.
- Keep CC relevant. No tank and spank bosses.
- Raids should have multiple difficulties, one normal mode and one hardmode. That way a much large group of people will have access to the raid content, and less people will be left out.
1. Most are far too linear
2. Most are far too "The only way to progress is to kill everything" and like, purely combat orientated.
So personally, if ESO does end up having raids, or even just for future games here's a list of some stuff I'd like to see:
- Multiple ways to progress.
What I mean is that instead of just entering a room and then killing everything or completing some small but fairly insignificant objective, I'd like to see more of a focus on non-combat orientated progression methods. These could be simple things such as "having to sneak past some enemies as the room is full of death traps that they will active should they detect you" or "have someone go diving in a river to look for and activate a switch to continue while the rest of the group has to balance out a weight that is keeping a damn closed" or something like "Light all of the torches while fighting off the enemies looking to blow them out/block the air currents coming into the room" and so on.
I understand that as it's a game, and most importantly an MMO there will of course be limitations and restrictions, but I don't understand and won't hear any excuse for why we can't have more creative ways to progress within a raid/dungeon.
- Puzzles.
This is something that IMO the TES games and MMO's in general actually don't have ENOUGH of and should be a mandatory thing in most raids/dungeons. The beauty of puzzles is they can literally be ANYTHING so long as it requires you to think a bit, and having lots of them in raids/dungeons means that class and combat choice won't be everything, you'll actually need people who can think to move on as well.
- Multiple Paths.
This is fairly straightforward I think. Too many games these days don't provide enough paths and options on how to complete content, and even if they do they usually don't do much with them. I think it would be great for some raids/dungeons to have non-linear paths (that do all meet at the same end of course) so you aren't just walking in a straight line the whole time. Some great gameplay options could be made as well by deepening the system and say putting restrictions on how many people can all take one path. For instance, you might have a team of 8 that comes to 2 paths, both paths only allow 4 players to enter each one so the team has to decide on the best possible combat combinations for their group and how to divide themselves. Then both paths have objectives that correspond to the opposite path, so in order for team A to advance along path A, team B needs to complete some objectives on path B for that to happen, and vice versa.
I don't know, I just think that giving players more options in how to complete things, and deepening those systems by having a wide variety of objectives would add another more interesting layer to the gameplay rather than it just being a straightforward fighting affair.
- Make It Dynamic
What I mean by this should be pretty clear. Make the experience dynamic, whether that means the entire piece of content changes from run to run or there's simply random events or changes that occur. Just ensure that there's something in place so that every-time (to an extent of course, it might be difficult to provide a unique experience 30 or something times over) a group does that content, they notice something different and new.
Well that's basically all I can think of for right now. I'm sorry if any of these have already been suggested/talked about, or even if some of them exist in other games or I have just not yet experienced them, but there's my contributions to how things could be improved.
- Val