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Raids and Dungeons


Started by welchmann
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What are the general layout of raids and dungeons 5-mans? raids going to be 10-Mans? please enlighten me do we know anything yet?
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No confirmed information on sizes for end game, but dungeons are 4man


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i heard that there will be no raids just Adventure Zones with large groups with instances within the zones
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(March 30th 2013, 09:07 PM)welchmann Wrote: i heard that there will be no raids just Adventure Zones with large groups with instances within the zones

That sounds fun, but what's the difference between an adventure zone and a high level raid zone? Is it public? Do the mobs not have respawn timers?
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An adventure zone is instanced based on the size of the group. So you can go with a large group (like raiding) or you could even go solo. I assume one would have to be a high level to gain access to these zone. The instancing based on group size makes no sense because ZOS also claims that one doesn't have to be in a group to quest together. This claim may not apply to the instanced adventure zones though. This is all I've heard on the subject matter.
This post was last modified: March 30th 2013, 09:35 PM by Dar Zhal


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I posted this in another thread, but it also would be helpful here -

What I know for sure about adventure zones is they're not just for groups - they're also for solo players.

Quote:Three endgame options were mentioned in the video once players top out at level 50: Cyrodiil PVP, heroic raids, and what Zenimax called “adventure zones” where players could overcome tougher challenges by themselves, in a group or a bigger, raid-sized groups. At one point players were seen taking on a giant bone construct, possibly a world boss or other big challenge players would presumably need to group up to overcome.

link

There's also this - link - on endgame content.

Quote:In ESO, you choose one of three alliances, each with different zones, quests, and stories to explore. Once you hit level 50, you can choose to journey to another alliance's territory and experience a more difficult (and rewarding) version of those areas. After you complete the story within in the second alliance, you can travel to the third faction and complete the content there.

According to Sage, this content is the endgame for a solo player or someone who plays with just a friend or two. Since the Elder Scrolls franchise has been a single-player affair up until this point, it's wise to include scads of content for that audience. It's also ideal for the player who wants to soak up all of the lore and learn the history of Tamriel 1000 years before the events of Skyrim. With each alliance area containing 120-150 hours of content, there's a lot of exploring to do.

The endgame for a small group of friends can be the instanced dungeons found in the world. There is a four-player dungeon in each of the game's 16 zones; most dungeons boast a second level 50 version with a different storyline. Small groups of friends can spend countless hours refining strategies and accruing rewards in the nearly 30 different dungeon experiences ESO will have at launch.

When I asked Sage about raiding, he said that ESO's adventure zones are designed for larger groups of PvE players. You can actually go into the adventure zones with a small group and accomplish some goals, but there are large areas in these maps dedicated to larger group experiences. There will be some warning when you're about to trigger one of these encounters (and they may even end up instanced), so a small group won't suddenly find itself face to face with a Daedric Prince!

The last pillar in ESO's endgame is the Alliance War, which is designed with the PvP player in mind. Players of all three factions will meet in Cyrodiil (a zone roughly nine times the size of a normal map) to wrestle over keeps, resources, and bragging rights.
This post was last modified: March 30th 2013, 10:25 PM by babylon
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