New Article: "The Return Of Public Dungeons"

Post » Thu May 31, 2012 12:35 am

Enjoy :smile:

http://www.edge-online.com/news/elder-scrolls-online-return-public-dungeons
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keri seymour
 
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Post » Wed May 30, 2012 7:13 pm

Ah, public dungeons...

*Has memories of Runescape*
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NeverStopThe
 
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Post » Thu May 31, 2012 7:24 am

Ah, public dungeons...

*Has memories of Runescape*
Me too :laugh: I wonder how many people can be in a public dungeon at once in TESO?
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chinadoll
 
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Post » Wed May 30, 2012 6:03 pm

Me too :laugh: I wonder how many people can be in a public dungeon at once in TESO?

There has to be a limit, the lag is unthinkable.
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Julie Serebrekoff
 
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Post » Thu May 31, 2012 5:07 am

This sounds promising to me!
After playing WoW, a second-generation MMOG, for a couple of years I can honestly say the lack of public dungeons bored me in the end; Most, if not all caves were frustratingly small and did not offer much space for nothing else but do what you were sent to do in a quest. Guess I'm a caveman or some such.

And as mentioned before me, it sure reminds me as well of Runescape. Not in a negative way, though.

Personally, I can see a lot of potential with a public dungeon system like this in a modern MMOG. Something to do when bored, and a possible chance to meet someone -while dungeoneering-!

Edit:
Me too :laugh: I wonder how many people can be in a public dungeon at once in TESO?

It all depends on the way it has been programmed, I'd say. If it's the same as that of outdoor areas, I would guess a maximum of a city's worth players.
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Flash
 
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Post » Wed May 30, 2012 9:14 pm

Me too :laugh: I wonder how many people can be in a public dungeon at once in TESO?
Dunno, can't wait to find out! You always meet so many new people in PD's. They're also really good for 'testing out' some party members you're not too sure about.
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Danial Zachery
 
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Post » Thu May 31, 2012 5:26 am

I loved public dungeons in DAoC. It really helped people meet up and form xp groups organically. The fact that they are really focused on this being a part of the mmo makes me happy. However, I'm not so sure I like the fact that they will all be completely solo able. That just seems...lame? Why not make the early parts soloable, and then increase the difficult so you have to group up to get to the end sections with boss mobs? Oh wait..because that would make it too difficult and punitive, and people would [censored]...
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gemma king
 
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Post » Thu May 31, 2012 2:25 am

I loved public dungeons in DAoC. It really helped people meet up and form xp groups organically. The fact that they are really focused on this being a part of the mmo makes me happy. However, I'm not so sure I like the fact that they will all be completely solo able. That just seems...lame? Why not make the early parts soloable, and then increase the difficult so you have to group up to get to the end sections with boss mobs? Oh wait..because that would make it too difficult and punitive, and people would [censored]...

I'm sure there will be a 'raise the bar effect' in places like these. These dungeons are made for massive piles of people? If you could solo the entire dungeon then you'd have to be some uber-pimp-boss...and there probably won't be a need for you to be there anyways. The further in you go, the harder it probably gets, I'm guessing. But, yeah, I like your idea on having a big baddy boss at the end. (going back to something mentioned in a recent video...) Did anyone catch what the lady said about 'sweeping' the giant monsters legs out from underneath them? Pretty sweet!
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..xX Vin Xx..
 
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Post » Wed May 30, 2012 11:20 pm

I never played one of those, but it sounds really interesting.
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GabiiE Liiziiouz
 
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Post » Wed May 30, 2012 9:30 pm

Are these similar to Public Quests in Warhammer Online? I always enjoyed those, becase of the multiple ways to complete them; if you had a lot of high level players on the quests, you could brute force your way through. If there was only a few players, there were always special tactics you could use to complete them, and organization was key. They were defiantly a good way to meet new players in the game as well.

Also, "loading up a low-level Daedra public dungeon to demo - a grand series of catacombs with lofty ceilings and walls of rusty brown stone" Morrowind style daedric ruins? I hope so.
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Cagla Cali
 
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Post » Thu May 31, 2012 6:51 am

Sounds good
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CYCO JO-NATE
 
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Post » Thu May 31, 2012 12:23 am

This sounds promising to me!
After playing WoW, a second-generation MMOG, for a couple of years I can honestly say the lack of public dungeons bored me in the end; Most, if not all caves were frustratingly small and did not offer much space for nothing else but do what you were sent to do in a quest. Guess I'm a caveman or some such.

And as mentioned before me, it sure reminds me as well of Runescape. Not in a negative way, though.

Personally, I can see a lot of potential with a public dungeon system like this in a modern MMOG. Something to do when bored, and a possible chance to meet someone -while dungeoneering-!

Edit:


It all depends on the way it has been programmed, I'd say. If it's the same as that of outdoor areas, I would guess a maximum of a city's worth players.

I'm surprised. Having played WoW myself, I know how frustrating it can be trying to kill that one particular mob that everyone else wants to kill for a particular quest. Think of the early days of Burning Crusade where you had to kill a named enemy at the end of the tutorial area for blood elves, and you had some 20 people at the top of the tower waiting for him to spawn.

Public dungeons are a very bad idea. It'll lead to a lot of group camping. And you'll inevitably get that high level troll who pops in and wrecks house, forcing everyone to wait for the respawn.
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Wanda Maximoff
 
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Post » Wed May 30, 2012 10:33 pm

"Return" of public dungeons? As far as I know, they never went away, it's just the WoW crowd who aren't used to them.

Vanguard has public dungeons, so does Darkfall ... and even EVE Online (for a rather loose definition of "dungeon").
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Robert DeLarosa
 
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Post » Thu May 31, 2012 2:32 am

I'm surprised. Having played WoW myself, I know how frustrating it can be trying to kill that one particular mob that everyone else wants to kill for a particular quest. Think of the early days of Burning Crusade where you had to kill a named enemy at the end of the tutorial area for blood elves, and you had some 20 people at the top of the tower waiting for him to spawn.

ESO has said they're not going to have nearly as many "boss mobs" as they'll have large groups of Mobs, so I don't think that'll be an issue.
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Laura
 
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Post » Thu May 31, 2012 7:25 am



I'm surprised. Having played WoW myself, I know how frustrating it can be trying to kill that one particular mob that everyone else wants to kill for a particular quest. Think of the early days of Burning Crusade where you had to kill a named enemy at the end of the tutorial area for blood elves, and you had some 20 people at the top of the tower waiting for him to spawn.

Public dungeons are a very bad idea. It'll lead to a lot of group camping. And you'll inevitably get that high level troll who pops in and wrecks house, forcing everyone to wait for the respawn.
In this game if you attack a mob you get loot and exp and quest credit for it even if you aren't grouped.
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Sheila Esmailka
 
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Post » Thu May 31, 2012 4:17 am

ESO has said they're not going to have nearly as many "boss mobs" as they'll have large groups of Mobs, so I don't think that'll be an issue.

You'll still inevitably have to deal with some trollsy high level mage running around popping AOE spells and killing entire groups of enemies within seconds, leaving groups waiting for the respawns. Even without this, you're still looking at a potential for a lot of camping.

There's a reason why most MMOs go with instanced dungeons. I know the MMO community enough to see the problems here. I've played WoW enough to know what it can breed, particularly on PvP servers. I've played Runescape, and it's not pretty trying to train skills on a lesser demon in Karamja (Or Crandor, for that matter) when the caves are full of people looking for rune helmet drops.
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Lilit Ager
 
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Post » Wed May 30, 2012 7:44 pm



You'll still inevitably have to deal with some trollsy high level mage running around popping AOE spells and killing entire groups of enemies within seconds, leaving groups waiting for the respawns. Even without this, you're still looking at a potential for a lot of camping.

Call in a higher-level guy (or better a bunch of them), let them kill the mage. Problem solved.

It's an MMO, for 's sake. You're supposed to have to deal with other people, for better or worse.
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Nancy RIP
 
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Post » Wed May 30, 2012 8:17 pm

Vanguard has some excellent public dungeons; public dungeons are not like "caves" and quest-related locations in WoW, they are hard places where wipping usually means you have to fight your way through the entire dungeon again.
In Darkfall, public dungeons are always accompanied by a sense of danger since it's very easy to face player enemies on top of the mobs. Usually in DF a public dungeon is not a place you want to camp, since it increases the possibility of unwanted PvP (that is, if you are after the PvE content; otherwise it's a perfect hotspot for PvP).
A combination of public and instanced dungeons is the best approach TES:O could come up with.
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Scott Clemmons
 
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Post » Thu May 31, 2012 3:52 am

I have been waiting for Public Dungeons to make a resurgence for ages. Don't think of it as a Instanced Dungeon without the Instance. Instead think of it like a regular zone with a dungeon or crypt theme. Mobs will be soloable, but packed tighter.
I just hope they have mentoring/side-kicking so a high level mage can't just waltz in and nuke everything, but will drop down to that level range instead.
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krystal sowten
 
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Post » Wed May 30, 2012 8:58 pm



You'll still inevitably have to deal with some trollsy high level mage running around popping AOE spells and killing entire groups of enemies within seconds, leaving groups waiting for the respawns. Even without this, you're still looking at a potential for a lot of camping.

There's a reason why most MMOs go with instanced dungeons. I know the MMO community enough to see the problems here. I've played WoW enough to know what it can breed, particularly on PvP servers. I've played Runescape, and it's not pretty trying to train skills on a lesser demon in Karamja (Or Crandor, for that matter) when the caves are full of people looking for rune helmet drops.
Just make sure you tag those enemies as well and you will get loot, exp and quest credit. They also stated mob ai was smart enough to not group up for Mages to just AOE them.
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Erika Ellsworth
 
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Post » Wed May 30, 2012 6:22 pm

also don't forget "pulling" does not work in TESO if you enter a "room" the mobs will kick you ass if you are not ready, they don't w8 for you to CC and pewpew them to death
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Danial Zachery
 
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Post » Wed May 30, 2012 6:25 pm

Aa long as it won't end in a ton of camping, I'm OK with the idea of public dungeons.
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Milad Hajipour
 
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Post » Thu May 31, 2012 8:10 am

Aa long as it won't end in a ton of camping, I'm OK with the idea of public dungeons.
As long as you hit a monster you get exp, loot and quest credit too. Camping won't hurt anybody.
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Chris Duncan
 
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