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I’d intended to write about the arrival of the dreaded lockbox into The Elder Scrolls Online but having already written about them in the past, I wanted to turn my attention to MMO worlds and more specifically, zones and the “busyness” of them. As a new player to The Elder Scrolls Online I’d every expectation that the majority of zones I’d pass through would be empty.
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bring new lore quest lines into them= not dailies. - i must go back now to eat my burrito for lunch...
[mod edit]
This is something I've said for years.
Heck, in EQ2 in Antonia Bayle, there is a dungeon for beginner players (it's a sewer system ordeal) but there is also a level that is much harder that would require a group or at least higher level players.
However, in Elder Scrolls Online, since every place levels to you, you will find that it doesn't matter where you are, you will probably see players.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
- Introduce mechanics that make crowded areas less rewarding and non crowded more. Could be dynamic loot systems, rare (and therfore more rewarding) spawn.
- Mechanics to make it easier to "summon" group members or other forms of faster travel exclusively for groups.
- Dynamic world, either manually changed by devs or gm or by dynamic world system like eqnext proposed.
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
I never understood why, if WoW can gate content based on your level, why you can't have people for all different levels giving you different quests.
For example, some 1-10 players could be tasked with taking out a rat infestation. 30-40 find out that the rats are because someone has purposely shifted something into their environment. 50-60 discovers who did it and why.
Player level downscaling with reward upscaling.
Exclusive map currencies and rewards.
Emphasis on fewer, larger maps with more hidden content and rewards.
Numerous high rarity rewards unique to each individual map.
Crafting materials unique to each map.
City of Heroes would have missions that sent you back to lower level zones. Which is great. It added to the population of a zone.
They added ambushes to missions which spawned mobs outside the instance. They would spawn somewhere in the zone then move towards the instance location and set awaiting at a distance. So low level players would see these high level mobs running around and sometimes they would attack them or aggro them and die. A great benefit was that it added danger to the lower level zones.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
ESO, it just depends the on time I play, evenings and weekends are usually plenty of people in most parts but if I play during the day it looks like the pic OP posted with no one at the anchor and nothing to do but stare at the bad guys cause I can't solo an anchor.
All they really have to do is add some spots where the player has to return to a low level area to finish or continue a quest.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Gear drops everywhere in ESO now scale to your level and each zone in ESO now has 3 specific sets of gear unique to that zone: one light armor set, one medium and one heavy. Sets and the Diablo-like benefits you get from wearing 2, 3, 4 or 5 pieces of the same set, make a huge impact on your healing, tanking and damage dealing abilities.
When you level up through the zones this gear drops for you at whatever level you happen to be when you're there. And you'll be discarding (deconstructing for raw materials or selling) this gear as you level. But gear is capped at CP160. What this means is that a new type of end-game activity was introduced by these zone-specific gear sets. Namely, when you reach CP160 you're going to be roaming around any and all zones, revisiting old familiar places, looking for treasure chests, going into the delves and public dungeons, doing the Dark Anchor group events as well as the group world bosses in order to gear up with end-game level versions of those sets you want.
It's not a perfect system because the gear sets are not equally in demand so the zones that have the more desirable ones are busier than those that don't (although I have to say that I can't think of a single zone that doesn't have large number of high level players in it currently looking for at least one of the 3 sets in the zone.). The starter islands for all 3 alliances drop the Trainee set which, despite its name, is in high demand for end game builds, particularly tanking, so they're very busy with high level players. Likewise the 1st Aldmeri Dominion zone after the starter island, Auridon, because of the light armor Elegant set... Bangkorai for the medium armor, Spriggan set... and so on.
There's also an RNG component involved that makes your visit to those traditionally low-level zones longer than you'd think. Armor and weapons in ESO also have "traits" and some traits are more desirable than others. Weapons with the "Sharpened" trait, for example, are considered the best for DPS because of their penetration rating that ignores some of the mitigation. Likewise armor with the "Divines" trait is highly sought after because it augments the Mundus stone buff. So even after you have the 5 pieces of Spriggan you wanted, you'll keep revisiting the zone because maybe you don't have some of the pieces yet with the trait you want.
And these set pieces are also bind on equip so you can sell them - some for hefty amounts. Even after you gear yourself, there's still a reason why many keep going back to get more pieces to sell.
Nothing like self-interest to make these formerly low level zones worth visiting again.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
The Eiglophian Mountains in Age of Conan, although they were a zone, give a great example of how to transition from one type of zone to another. The zone starts at the base of a mountain with some sparse snow and vegetation, but as you go up the mountain the vegetation starts to disappear and it becomes snow dunes and craggy outcroppigs of rock.
Essentially, the developers just need to create transitions.
2) If your game is already zoned (booo), then spread the difficulty level of encounters around the zone based on such things as land features and population zones. For instance, the roads and the towns would have the lower level encounters near them, while venturing out into the scary woods of silence would have mid level encounters and that dark cave at the far corner of the zone? Yeah, don't go in there unless you are max level with some decent gear. Bad shit awaits you.
- No small regions, but use biomes, so the world feels more natual. - Don't divide the world into level brackets. But put in biomes with more difficulties (more people, specific counter abilties or whatever). Let players bump into those when exploring, so they know what to avoid early on
- Enable a storyline that makes you visit most biomes based on the skills you chose to develop (any type of crafting,combat etc). The quests should also be about that skill. This is your main story questing stuff.
- In each biome, add random rotating quests (kind of like WQ's in WoW, or Anarchy Online's mission terminals)
- Give people a reason to revisit all biomes after questing (taming/hunting animals,trophies, resources, open world dungeons, instanced dungeons, player cities, unlocking new abilities for their skill lines etc.
- Give players a way to create their own missions a la SWG NGE, forgot the other MMO's that let you do this)
This way there is no real starting area for anyone and people go where and develop their toon the way they want to.
I am just winging it here with thinking of ways, but imo level based progression is a curse if you want to make players revisit older zones and make the virtual world feel like one place.
its ironical how Elder Scrolls series is one of my favorite game series ever and I have zero interest in ESO.
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
Currently Playing:
Fallout 4 (Xbox One)
Puzzle Pirates (PC)
Dreadtooth on Emerald Ocean
"Dying's the easy way out. You won't catch me dying. They'll have to kill me before I die!"
An idea i have long wanted is to have each zone viable for upgrades,with our weapon and gear and tools.
Just look around the world,you should be able to copy it,there are reasons people inhabit all cities in drones.
How about special events,particular to each zone?Perhaps a fair comes around once a season to one city.Maybe there is a Mage's challenge event in another city,one for warriors etc etc.
Perhaps each zone has a particular type of pet or companion or travel means be it horses or Tigers or maybe even a steam powered vehicle.
Never forget 3 mile Island and never trust a government official or company spokesman.
You'll never be able to "solve" population density, but then again, I don't think it needs resolving. People tend to like to gather, and that's fine.
However, with my proposal, there wouldn't be completely unused territory in a game. Someone will choose to live, or visit, just about anywhere and it won't be based entirely on the fact that it's the zone with the highest current-level raid content.