Ideas, suggestions For End Game "Raids", Adventure Z

Post » Sun Mar 24, 2013 12:52 pm

So we do have some newer and clarified info from ZOS namely from Matt Firor concerning "Raids" and End game content (posted below). I can't speak for all my follow raiders but at this point my concern for the most part has been addressed and am confident there will be something in game for those who enjoy raid type content. Will look forawrd to hearing more of what they have in store for us, for all of us not just Raiders.

note i use the term Raid in quotes as obviously they won't exactly be called that in game. So if we want to use the general "End Game" or Adventure Zone or AZ for short go ahead.

So lets continue but with a more constructive and healthy and civil manner. Lets discuss our ideas and suggestions of what we want to see with what ZOS has in store for us. Lets discuss anything from types of encounters to how gear rewards and progression may work. Again lets turn this topic into something constructive and let ZOS know what we would like to see within the framework of what they will be providing us.

From Tamriel Foundry they got some really good clarification for Matt Firor:
http://tamrielfoundry.com/


in a interview with Matt Firor yesterday by the Tamriel Foundries leaders hopefully put this argument to rest.

When asked about his vision for raids and PvE endgame in ESO he explained the controversial IGN quote by recognizing that World of Warcraft is the best in the business at constructing competitive progression raiding. ZeniMax doesn’t want to become embroiled in a struggle to out-do WoW at it’s own game, and would rather develop it’s own brand of large group PvE which fits the Elder Scrolls context. Most WoW-style raids involve 20+ players hacking away gleefully at the ankles of a much larger foe, when Matt Firor claimed “That’s not Elder Scrolls” it was this type of confrontation in particular to which he was referring. The developers at ZeniMax would rather pit a group of players against a much larger force of threatening NPCs to emphasize that heroic feel which is latent throughout the Elder Scrolls series. While nothing explicit is confirmed, it does sound like adventure zones are definitely penciled in as post-launch content. Hopefully there is at least one such epic endgame PvE encounter in the original launch version of the game, but if not, I hope we can look forward to adventure zones shortly after launch as a good compromise for players which crave large group PvE endgame. We should have a better opportunity to talk to Matt further tomorrow afternoon, so I’m hopeful that we can get more juicy details then!

another comment Fizzle one of the Leaders of Tamriel Foundry said about his interview relating to gear

Matt Firor also indicated when I pulled him aside that there will be individual pieces of gear as well as sets of gear that will take a long time to get; or at least will be one focal reward for PvE. First, the character creation screen allowed for you to toggle your character display between basic starting gear and set-armor, and the set for the Dragon Knight at least, looked awesome. Second, I am trying to think about the dichotomy between armor sets in Skyrim/etc and how armor sets/bonuses have worked in the past with MMOs. I don’t really want to speculate, but I would think if they are giving players armor sets that take a long time to get, they will probably want to be worn as a set, or at least a few pieces for a bonus. Either way I hope you can get decent bonuses by mixing sets because I really want to try a medium/heavy armor tank that focuses on pumping stamina/dodge from the medium pieces and survivability/+healing from the heavy armor

A second noteworthy point was when we were able to get Matt Firor aside for a moment after the MMORPG’s Future of Online Gaming panel he confirmed that players will be able to distinguish progression of players through raid content and that there will be plenty of long-term goals to focus on regarding PvE. Overall day 1 was great and we’ll learn more in the next two days.

Also ZAM got some further clarification as well:
http://www.zam.com/story.html?story=32077

Also some quotes from Posters in the previous Raid threads with ideas and suggestions. Just copy and pasting here all credit goes to the original posters.

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:

1. 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.

2. Instanced PvE scripted encounter with moderately difficult bosses for groups to overcome.

3. Group sizes between 12 to 16 players.

4. 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.

5. Gear obtained through raiding should be equivalent to what can be obtained through PvP, neither should be more powerful than the other.

6. Keep CC relevant. No tank and spank bosses.

7. 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.




Quote

Valkar, on 20 March 2013 - 08:15 PM, said:
So first off, I am a fairly big fan of raiding and have done a fair amount over the years, but in all that time there's always been 2 things about raiding, and to a lesser extents general dungeons, that have bothered me:

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
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ANaIs GRelot
 
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Post » Sun Mar 24, 2013 11:41 am

As for myself and what I hope to see, I just want the encounters to be dynamic, challenging, large scale and requires good teamwork and coordination. multiple difficulty modes as well would like to see, so those who are more casual leaning have access and those who want more difficulty have that, as well as multiple sizes as well. So maybe if groups are 4, we can have a small AZ group being 8 and a large AZ group being 16.

Some other things like multiple paths, or puzzles or having to split the group up and go different paths then meet back up again, would i think help keep it fresh and interesting.
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Dean Brown
 
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Post » Sun Mar 24, 2013 4:46 am

I feel like now-a-days we need to have multiple versions of each raid. I think only two is good enough though (normal and hardcoe mode).

I feel that the encounters will be very dynamic with how they are telling us the AI is suppose to work. Should hopefully make each attempt not so scripted.

I think anywhere from 12-20 man encounters will be ideal size for these Large Group Encounters.

These are just a few basic things I expect to come out for the raids, but really don't know.
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Sammi Jones
 
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Post » Sun Mar 24, 2013 3:19 pm

I am worried with all these last minute changes (to satisfy the "customer") the game will be ready by 2016 and will compete with Olympics. If fans are still unhappy it might get pushed to 2018 JIT for World Cup :-)
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Dalton Greynolds
 
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Post » Sun Mar 24, 2013 7:26 pm

I am worried with all these last minute changes (to satisfy the "customer") the game will be ready by 2016 and will compete with Olympics. If fans are still unhappy it might get pushed to 2018 JIT for World Cup :-)
I don't know where you are getting that raids were put in last minute. We never at any point in time had someone from ZOS say that raids wouldn't be in till that awful IGN article that came out and clearly misquoted Matt Firor and people started fussing about it. If anything raids have been planned from the start they just never shared it with us.
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cheryl wright
 
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Post » Sun Mar 24, 2013 5:52 am

I am worried with all these last minute changes (to satisfy the "customer") the game will be ready by 2016 and will compete with Olympics. If fans are still unhappy it might get pushed to 2018 JIT for World Cup :-)

Well in the case of Adventure Zones, they said they might not be ready for launch but they have been talking about them for a while now. So Adventure Zones have been in the plans already. Sounds like they just need more time to make sure they are polished and work the way they want them to. I'm fine I guess with waiting till after launch for these as long as I know that they do in fact have a plan.
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Len swann
 
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Post » Sun Mar 24, 2013 10:07 am

I am worried with all these last minute changes (to satisfy the "customer") the game will be ready by 2016 and will compete with Olympics. If fans are still unhappy it might get pushed to 2018 JIT for World Cup :-)


I'd be surprised if it launches this year, and if it does I know it won't be ready.
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Star Dunkels Macmillan
 
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Post » Sun Mar 24, 2013 1:30 pm

As for myself and what I hope to see, I just want the encounters to be dynamic...

As much as possible please.

There's obviously a limit to the speed at which new content can be pumped out, but the more dynamic and unpredictable that content is the less repetitive it will feel.

I would much prefer content be enjoyable in its own right than have a mind-numbing end-game grind where the only incentive to continue is to acquire better equipment.
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Tanika O'Connell
 
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Post » Sun Mar 24, 2013 4:19 am

Did we get confirmation on the "raids" being instanced or not?
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Claire Mclaughlin
 
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Post » Sun Mar 24, 2013 11:30 am

I am worried with all these last minute changes (to satisfy the "customer") the game will be ready by 2016 and will compete with Olympics. If fans are still unhappy it might get pushed to 2018 JIT for World Cup :-)

Well, luckily MMOs are always changing and being added to after launch, but I'd much rather the game was delayed and launched well than got rushed out unfinished and launched poorly.
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Dawn Farrell
 
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Post » Sun Mar 24, 2013 11:51 am

Did we get confirmation on the "raids" being instanced or not?

No don't think so. From past info about Adventure Zones it sounds like it will be both open and instanced. So maybe "trash" mobs are in the open but a "boss" fight encounter could be instanced just for your group. Would definitely prefer Boss encounters to be instanced just for the group.
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Epul Kedah
 
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Post » Sun Mar 24, 2013 8:52 am

No don't think so. From past info about Adventure Zones it sounds like it will be both open and instanced. So maybe "trash" mobs are in the open but a "boss" fight encounter could be instanced just for your group. Would definitely prefer Boss encounters to be instanced just for the group.

I think it comes down to fun, really. Since everyone gets credit for a kill and loot without being in a group, it's not much fun beating down on a boss with 15 people from 3 other groups of people you don't know and killing the boss instantaneously.
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Etta Hargrave
 
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Post » Sun Mar 24, 2013 2:53 pm

Are AZs instanced areas for a single group? And if so, have the devs shared with us how many can participate? 4 people? 50 people?
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Ladymorphine
 
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Post » Sun Mar 24, 2013 2:01 pm

By the way, as someone who hates WoW-style raids due to playing them way too much, raiding like this would definitely bring me back into the raid-grind. Sounds like it would be a lot of fun!
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Scott
 
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Post » Sun Mar 24, 2013 8:07 pm

Just follow along :tops:
Faction A takes Cyrodiil - Game Actually starts here!
Faction B takes Cyrodiil from faction A
Faction C takes Cyrodiil from faction B
Faction A takes Cyrodiil from faction C
rinse & repeat forever, i.e. no endgame

While I'm neither for or against raiding if done properly,
I do get a bit tired of seeing "what happens at endgame"
This game will fully revolve around what happens in Cyrodiil and PvP.

Raiding/Gear treadmills etc etc as found in other MMO's,
should never have any effect on what takes place in Cyrodiil.
And so far all I've read about these subjects seems to always lean torwards
something that would have effect on the battles to be held in Cyrodiil between factions in PvP.
That would in fact wreck this game.

That being said, how to implement a raiding/treadmill system that had 0 effect on Cyrodiil PvP battles.
Do that and you gain another supporter for your cause.
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Josh Sabatini
 
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Post » Sun Mar 24, 2013 3:00 pm

By the way, as someone who hates WoW-style raids due to playing them way too much, raiding like this would definitely bring me back into the raid-grind. Sounds like it would be a lot of fun!

Yeah I'm defiantly open to something new and a fresh take on the type of content I enjoy most ie "Raids".
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April D. F
 
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Post » Sun Mar 24, 2013 6:48 pm

No don't think so. From past info about Adventure Zones it sounds like it will be both open and instanced. So maybe "trash" mobs are in the open but a "boss" fight encounter could be instanced just for your group. Would definitely prefer Boss encounters to be instanced just for the group.
I think it comes down to fun, really. Since everyone gets credit for a kill and loot without being in a group, it's not much fun beating down on a boss with 15 people from 3 other groups of people you don't know and killing the boss instantaneously.

I agree, I really hope they put in instances. I'm on board with these new 'raids', but they really need to be instanced, or at least the final boss like Pangscar suggested. If not, we're looking at a total zerg fest.
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Jade
 
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Post » Sun Mar 24, 2013 9:52 am

Does it matter if it is a zerg fest? Just means the boss dies quicker and you get loot and exp regardless. There is no "tagging" system.
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Rinceoir
 
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Post » Sun Mar 24, 2013 12:29 pm

I agree, I really hope they put in instances. I'm on board with these new 'raids', but they really need to be instanced, or at least the final boss like Pangscar suggested. If not, we're looking at a total zerg fest.

From what I gather, "final boss" will be the exception rather than the norm.


Does it matter if it is a zerg fest? Just means the boss dies quicker and you get loot and exp regardless. There is no "tagging" system.

'Challenge' gets skewed when you just can just pile on player-adds (voluntarily or not.)
Unless there's code for dynamic adjustment to fluctuating party-sizes but that's... very tricky.
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Sarah MacLeod
 
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Post » Sun Mar 24, 2013 12:14 pm

Does it matter if it is a zerg fest? Just means the boss dies quicker and you get loot and exp regardless. There is no "tagging" system.

'Challenge' gets skewed when you just can just pile on player-adds (voluntarily or not.)
Unless there's code for dynamic adjustment to fluctuating party-sizes but that's... very tricky.

Yeah, raiding is more about the challenge and group experience for me and a bunch of others. I could totally care less about phat loot, though some reward is needed I suppose. Not very challenging when you have 3 16-man groups just swarming the boss.
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NeverStopThe
 
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Post » Sun Mar 24, 2013 10:00 am

I foresee it Launching late this year. *knocks on wood*

They specifically said AZ's might not be ready for launch because they are really buckling down to make their planned release day. Matt Firor really sounded like they would rather release the game without AZ's, than delay the launch. Which is probably best, as there are many players who will play even without AZ's and they can use the sales to recoup and work hard on getting AZ's and patches flowing. I feel like with such a long development cycle they will lose too much steam if they delay it.
That, mixed with the fact they have been absurdly adamant about 2013 so far tells me release date > content at launch for them.
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kirsty williams
 
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Post » Sun Mar 24, 2013 1:50 pm

As with most MMO's, I'm sure there will be artifical difficulty if not at least dynamic-scaling (See GW2). On top of that, random players could just up and die (and/or lag out) so even if there is 50 people, not all 50 are "helping the cause." I'm sure there is a system worked out to help the "wants to overcome a challenge" feel (I'm with you, I really am).
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Gwen
 
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Post » Sun Mar 24, 2013 7:30 pm

Does it matter if it is a zerg fest? Just means the boss dies quicker and you get loot and exp regardless. There is no "tagging" system.

It matters because If i want to play a zerg fest there are already 2 other similar gameplans to that. What does ESO offer that those don't? IP? IP is nowhere near enough. Especially when I can mod the single player ones and end up with a better game for me than they will ever craft.
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Lynne Hinton
 
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