Originally posted by Daddydazzle Originally posted by Galadourn so TESO will have zoning like... AoC (iirc)? meaning multiple copies of the same location with different players in it, despite they all are on the same server?well, that's the nail in the coffin for me. And for a while i got really happy they had decided to make combat quasi-realtime...
an entire server pop inside an instanced dungeon would be a bit silly.
"who's hand is on my ass?!?"
I'm not talking about the PDs, but about the world; will it be instanced like AoC or will there only be one "instance" for the players? That's crucial imho.
I don't really mind about the public dungeons being "population capped" but it does sort of negate the whoe point of "public" to make them multi-instanced...Vanguard, for example, does not split dungeons into multiple instance regardless of the number of people in it.
Vanguard dungeons are true open world non instanced dungeons where any amout of players can enter and you will all be in the same area. These are glorified instances but they are being called public dungeons.
EQ had dungeons that you zoned into but were still open dungeons these are not the same. Anyway ill still try the game but PD are not true open world dungeons which is a pity.
so TESO will have zoning like... AoC (iirc)? meaning multiple copies of the same location with different players in it, despite they all are on the same server?
well, that's the nail in the coffin for me. And for a while i got really happy they had decided to make combat quasi-realtime...
an entire server pop inside an instanced dungeon would be a bit silly.
"who's hand is on my ass?!?"
I'm not talking about the PDs, but about the world; will it be instanced like AoC or will there only be one "instance" for the players? That's crucial imho.
I don't really mind about the public dungeons being "population capped" but it does sort of negate the whoe point of "public" to make them multi-instanced...Vanguard, for example, does not split dungeons into multiple instance regardless of the number of people in it.
Vanguard dungeons are true open world non instanced dungeons where any amout of players can enter and you will all be in the same area. These are glorified instances but they are being called public dungeons. EQ had dungeons that you zoned into but were still open dungeons these are not the same. Anyway ill still try the game but PD are not true open world dungeons which is a pity.
EQ2s dungeons are population capped too, but I think places like stormhold and Runnyeye definitely qualify as open world dungeons.
Ignoring the more negative commentary, here, I would say I prefer my gaming to feel like what I get from my tabletop experiences. Oblivion did that for me -I've not been able to play Skyrim, as yet-, for the most part, and I enjoyed it very much. However, MMOs can NOT be exactly like a role-playing game, it's impossible to make that happen, so while I'm happy more than one group can enter these PDs, I'm also very happy for this layers idea Zenimax came up with to stave off over-population. I'll be happy to see this game in action.
I like the idea behind the PDs, it reminds me of EQs old dungeons except hopefully it will help alleviate some of the overcrowding issues that were present at the time. I hated having to sit at a dungeon entrance and shout for hours on end to get a grp, but I loved being able to sit around a "camp" for a few hours and kill mobs with a few friends and just chat. I also like that it will maybe a nice chance to meet a few new people who come to the dungeon instead of the "go go go" silent group dungeons that WoW has become in the past couple years.
It seems that this may be a way for me and a couple friends to claim a bit of that nostalgia, and I like the option of actually having a set objective(s) to complete once we're ready to move on and do something else.
That being said, I just hope it delivers a great experience and can't wait to learn more about the gameplay.
Before commenting i will for sure try it as I like to try any new mmo (however with exception of pvp only and 1st person which do not play and never will). I just hope is nothing like Oblivion.
so TESO will have zoning like... AoC (iirc)? meaning multiple copies of the same location with different players in it, despite they all are on the same server?
well, that's the nail in the coffin for me. And for a while i got really happy they had decided to make combat quasi-realtime...
an entire server pop inside an instanced dungeon would be a bit silly.
"who's hand is on my ass?!?"
I'm not talking about the PDs, but about the world; will it be instanced like AoC or will there only be one "instance" for the players? That's crucial imho.
I don't really mind about the public dungeons being "population capped" but it does sort of negate the whoe point of "public" to make them multi-instanced...Vanguard, for example, does not split dungeons into multiple instance regardless of the number of people in it.
Vanguard dungeons are true open world non instanced dungeons where any amout of players can enter and you will all be in the same area. These are glorified instances but they are being called public dungeons. EQ had dungeons that you zoned into but were still open dungeons these are not the same. Anyway ill still try the game but PD are not true open world dungeons which is a pity.
EQ2s dungeons are population capped too, but I think places like stormhold and Runnyeye definitely qualify as open world dungeons.
Who said anything about EQ2, i'm talking about EQ.
Originally posted by Daddydazzle after reading this, the things i'm worried about is how it will scales (as stated), and if there are more then one group, can we go in with it partially completed? i may not be understanding it correctly, but multiple groups would allow for mobs being dead before we even get to them?
Hey, sorry if it wasn't clear. But mobs respawn. In essence, a "Public Dungeon" is like a mini-zone and not a dungeon that you clear and leave or has a start and finish.
I would have hoped they got rid of RESPAWNS altogether... I know there has to be new and more mobs to scale the game to the number of players in a given zone but RESPAWNS are some accepted game mechanic that should be replaced. Why should I have to fight 20 mobs on my way into a cave and then Fight the SAME 20 mobs on my way out?
Shouldn't they come from the BOTTOM of the cave? if so, how did they get past me to block the entrance again? Things like worms can be justified to use that mechanic because they dig up but OrKs or Grawls... No way. They should follow some path from their camp to the place they deffend, it would create opportunities for mini (player generated) events:
- we just cleared this cave, now lets defend it because obviously the "Ork or whatever" camp nearby will send fresh troops soon. (and Maybe a new boss)
- lets create a temporary haven in this canyon... place 3 guys at the entrance, 3 other at the exit. and keep the monsters out while our spellcasters go AFK for a chicken sandwich. (or whatever reason, casting a ritual etc...)
-see those guys on an escort quest? Lets give them a hand by blocking the bridge that the mobs use to reach them. That should give them a short break until the next wave.
That sort of cooperative, improvised fun can never happen if the monsters, as it is accepted as part of the necessary mechanics, just appear out of nowhere.
I sympathize with people who want more than just hyping scenery screenshots but this game was just recently announced. Both good and bad games start out with screenshots that aren't as impressive as the end result. We all know this game has a ways to go before its done; these screenshots do not predict the quality of the game to any extent.
From what I have read so far, I think ESO has great potential but I am hardly convinced it is on the correct road to fulfill that potential... Instead I am looking to ArchAge and EQ3. Playing PS2 now it's great.
They are doing it right so far in my opinion. I am an old school MMO player and this was one of the best features Dark Ages Of Camelot used for some of its dungeons/zones.
"The King and the Pawn return to the same box at the end of the game"
I like the idea of this, but I doubt its execution. Especially since the majority of the modern MMO playerbase prefers to solo. I fear that once I'm in the level range to do a Public Dungeon, that there won't be anyone running it at the time. This may not be a problem when the game first releases and IF you keep up with the Jones's in leveling, but once the game passes release and the bulk of people are past where a casual player may be in levels, these Public Dungeons may be dead, especially if the world is large and the population spread out.
Since I'm a completionist, and want to do said content at the level where it's still challenging, this would be a game breaker for me. Guess I'll have to wait and see.
Originally posted by Daddydazzle after reading this, the things i'm worried about is how it will scales (as stated), and if there are more then one group, can we go in with it partially completed? i may not be understanding it correctly, but multiple groups would allow for mobs being dead before we even get to them?
I don't know for sure but it might be like the old Everquest system. In kunark dungeons for example, you would fight though to a boss area then either camp that boss or move to another boss. Bosses would respawn periodically and often had a placeholder mob that you had to kill repeatedly. So if that is the model, you zone in with your party and ask in chat what is camped before you head that way. This was done because known bosses dropped particular items. It's certainly not how things happen these days but it did work after a fashion.
This is DAOC 2 in a ES mask. Not saying that is a bad thing tho. DAOC was pretty good in its day and ES has a lot of fans
I used to visit this site a lot however in recent years it has become the home of negative forum posts, illogical opinions and tantrums so I visit less often.
Played or Beta'd: UO / DAOC / Horizons / EQ2 / DDO / EVE / Archlord / PirateKingsOnline / Tabula Rasa / LOTRO / AOC / Champions / Darkfall / Mortal Online / DCUO / Rift / STO / SWTOR / TSW
I look forward to most big titles and this is no exception. In addition I am a primarily solo player (lone hero - horrible odds etc) so the public dungeons/PvE areas are of interest. After playing GW2 however, with the solo play and the no need for groups, I am beginning to rethink. The echoing of silence in zones (entire zones) for hours on end (usually the starter zones chat somewhat) makes me wonder about enjoyability of more of these PUnonG type models.
Time will tell. As a whole we're becoming a global community at the expense of the nuclear community/family. Gaming seems to be following that trend at a rapid rate.
what, still no video?.....what you hiding? a game that looks/plays exactly like Rift? enough ambiguous screen shots, lets see a video that will convince me this game plays and feels like a TES game.
Originally posted by health001 u know company's that like to post pics of fluffy screen shots minus the actual in game vid with the UI are 90% fail games that just like to ramp the hpye up for a major let down......I really hope i am wrong on this game,but more then likely i wont be ;/
Name me any company that releases screenshots of ther UI or combat when its in pre-Alpha stages? Because there arent any, quit making crap up to fit a false narrative. It reeks of ignorance.
Above & beyond technologies would be one, for the game (The Repopulation). They show UI / combat in both screenshots, and videos. as seen here http://www.youtube.com/watch?v=PRfQvwAuesQ imo there is some truth to what health001 is saying.
To be honest, I get sick of these types of screenshots.
When I was a noobish consumer, I used to imagine (after a screenshot like this), "Exploration and adventure". After experiencing all these bore-fests, all I now see is, "You can't climb this rock, you can't go past this mountain range, you can't go more than 100 yards from the main path, the cool tower has one NPC in the middle that gives out the same 'fetch my lost necklace quest' and will explain to me and 100,000,000 other n00bs how I'm the chosen one..."
This better be B2P because I don't see alot of person staying after month 2.. Someone on another site brought up something that GW2 was able to achieve that if i'm correct very few mmo was able to pull off, and that's a sense your not left behind and needed to play on a constant basis.. In other words its the mmo for person with social lives.. If other mmo can pull that off then I think persons wouldn't mind paying.. This game seems to be building up like ToR did until person tried the beta and we know how that went. Here's hoping these guys take note..
Oh my. The number of posts from people confused over what public dungeons are is disheartening. The Wow generation truly now dominates the mmo player base. Thank the gaming gods that many games are now once again talking about more open style mmos ... even with the phasing tech in this game. The anti-social pampering in mmos has to stop. Catering to non-rpg players to attract general gamers to mmos has to stop.
so TESO will have zoning like... AoC (iirc)? meaning multiple copies of the same location with different players in it, despite they all are on the same server?
well, that's the nail in the coffin for me. And for a while i got really happy they had decided to make combat quasi-realtime...
an entire server pop inside an instanced dungeon would be a bit silly.
"who's hand is on my ass?!?"
I'm not talking about the PDs, but about the world; will it be instanced like AoC or will there only be one "instance" for the players? That's crucial imho.
I don't really mind about the public dungeons being "population capped" but it does sort of negate the whoe point of "public" to make them multi-instanced...Vanguard, for example, does not split dungeons into multiple instance regardless of the number of people in it.
Vanguard dungeons are true open world non instanced dungeons where any amout of players can enter and you will all be in the same area. These are glorified instances but they are being called public dungeons. EQ had dungeons that you zoned into but were still open dungeons these are not the same. Anyway ill still try the game but PD are not true open world dungeons which is a pity.
Actually I think their method of realising an open dungeon feel whilst making griefing less likely is a happy compromise. Truly open dungeons are a camping/grief-fest and populated by the kind of people I would happily defenestrate from the 20th floor.
I have been playing MMOs for a long time and never seen an open dungeon which didn't become a griefers version of 'Second Life'.
Comments
an entire server pop inside an instanced dungeon would be a bit silly.
"who's hand is on my ass?!?"
I'm not talking about the PDs, but about the world; will it be instanced like AoC or will there only be one "instance" for the players? That's crucial imho.
I don't really mind about the public dungeons being "population capped" but it does sort of negate the whoe point of "public" to make them multi-instanced...Vanguard, for example, does not split dungeons into multiple instance regardless of the number of people in it.
EQ had dungeons that you zoned into but were still open dungeons these are not the same. Anyway ill still try the game but PD are not true open world dungeons which is a pity.
EQ2s dungeons are population capped too, but I think places like stormhold and Runnyeye definitely qualify as open world dungeons.
I like the idea behind the PDs, it reminds me of EQs old dungeons except hopefully it will help alleviate some of the overcrowding issues that were present at the time. I hated having to sit at a dungeon entrance and shout for hours on end to get a grp, but I loved being able to sit around a "camp" for a few hours and kill mobs with a few friends and just chat. I also like that it will maybe a nice chance to meet a few new people who come to the dungeon instead of the "go go go" silent group dungeons that WoW has become in the past couple years.
It seems that this may be a way for me and a couple friends to claim a bit of that nostalgia, and I like the option of actually having a set objective(s) to complete once we're ready to move on and do something else.
That being said, I just hope it delivers a great experience and can't wait to learn more about the gameplay.
Who said anything about EQ2, i'm talking about EQ.
"[...]Crow’s Wood is hidden in a corner of Davon’s Watch, a main city in Morrowind[...]"
This only phrase made me excited. It made me think about the game world, how big it could be and how much I want a game in TES world.
wow
wow
I sympathize with people who want more than just hyping scenery screenshots but this game was just recently announced. Both good and bad games start out with screenshots that aren't as impressive as the end result. We all know this game has a ways to go before its done; these screenshots do not predict the quality of the game to any extent.
From what I have read so far, I think ESO has great potential but I am hardly convinced it is on the correct road to fulfill that potential... Instead I am looking to ArchAge and EQ3. Playing PS2 now it's great.
Play as your fav retro characters: cnd-online.net. My site: www.lysle.net. Blog: creatingaworld.blogspot.com.
I like the idea of this, but I doubt its execution. Especially since the majority of the modern MMO playerbase prefers to solo. I fear that once I'm in the level range to do a Public Dungeon, that there won't be anyone running it at the time. This may not be a problem when the game first releases and IF you keep up with the Jones's in leveling, but once the game passes release and the bulk of people are past where a casual player may be in levels, these Public Dungeons may be dead, especially if the world is large and the population spread out.
Since I'm a completionist, and want to do said content at the level where it's still challenging, this would be a game breaker for me. Guess I'll have to wait and see.
I don't know for sure but it might be like the old Everquest system. In kunark dungeons for example, you would fight though to a boss area then either camp that boss or move to another boss. Bosses would respawn periodically and often had a placeholder mob that you had to kill repeatedly. So if that is the model, you zone in with your party and ask in chat what is camped before you head that way. This was done because known bosses dropped particular items. It's certainly not how things happen these days but it did work after a fashion.
Didnt DAOC have the same?
This is DAOC 2 in a ES mask. Not saying that is a bad thing tho. DAOC was pretty good in its day and ES has a lot of fans
I used to visit this site a lot however in recent years it has become the home of negative forum posts, illogical opinions and tantrums so I visit less often.
Played or Beta'd: UO / DAOC / Horizons / EQ2 / DDO / EVE / Archlord / PirateKingsOnline / Tabula Rasa / LOTRO / AOC / Champions / Darkfall / Mortal Online / DCUO / Rift / STO / SWTOR / TSW
I look forward to most big titles and this is no exception. In addition I am a primarily solo player (lone hero - horrible odds etc) so the public dungeons/PvE areas are of interest. After playing GW2 however, with the solo play and the no need for groups, I am beginning to rethink. The echoing of silence in zones (entire zones) for hours on end (usually the starter zones chat somewhat) makes me wonder about enjoyability of more of these PUnonG type models.
Time will tell. As a whole we're becoming a global community at the expense of the nuclear community/family. Gaming seems to be following that trend at a rapid rate.
And this is being designed by some of the minds that created DAoC.
I'll be interested to see gameplay footage and get some more detail on the advancement system, but TESO looks like it has potential.
Above & beyond technologies would be one, for the game (The Repopulation). They show UI / combat in both screenshots, and videos. as seen here http://www.youtube.com/watch?v=PRfQvwAuesQ imo there is some truth to what health001 is saying.
Well said...
Someone on another site brought up something that GW2 was able to achieve that if i'm correct very few mmo was able to pull off, and that's a sense your not left behind and needed to play on a constant basis.. In other words its the mmo for person with social lives.. If other mmo can pull that off then I think persons wouldn't mind paying..
This game seems to be building up like ToR did until person tried the beta and we know how that went. Here's hoping these guys take note..
You stay sassy!
Actually I think their method of realising an open dungeon feel whilst making griefing less likely is a happy compromise. Truly open dungeons are a camping/grief-fest and populated by the kind of people I would happily defenestrate from the 20th floor.
I have been playing MMOs for a long time and never seen an open dungeon which didn't become a griefers version of 'Second Life'.