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WoW or ES type dungeons?


Started by Tagoar
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Do you think they'll have as many dungeons as they have in Skyrim/Oblivion? and if so will they be the same type mechanic or will it be like a WoW dungeon where it's really long with a bunch of bosses? Obviously if they make it like a long dungeon with multiple bosses than they won't have nearly as many dungeons as they have in the ES series. What do you think? What would you want to see in the dungeons in ESO. In my personal opinion I hope that they'll have short-medium sized dungeons like they have in the ES series, it gives more of a sense of exploration like oh what's in this dungeon? instead of like WoW where there are only a select few and everybody knows where it is and what to expect.


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Post #33730
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Personally I'd rather have more short-medium sized dungeons compared to not many longer dungeons because that means you can get more out of the game, for me anyway.


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For me, I'd have to say, I'll be happy with whatever ZenimaxOnline gives us, as I truly do believe they won't let us down.
Well, atleast those of us that appreciate the effort that game companies put into their games for us, and what they have succeeded with.
Those who ignore the effort and successes, and immediately look for faults with the game will always be disappointed.
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Post #33747
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One thing I'm certain of is that instanced dungeons will rely on large groups of mobs, think 10-20, rather than the usual 4-6 from WoW and single bosses will be far between.


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Keep in mind something they said in an interview or two: If the dungeon was in a previous game, they're making the dungeon in the same spot and close to the same internal layout as it was previously. That means no really long dungeons with randomly placed incredibly strong bosses.

However, they DID say (not explicitly, but strongly implied when talking about another topic) that they'll have epic level dungeons that practically requires you to have multiple people in your group. The quote goes something like this: "And if you're the type of player who likes to go on raids in epic level dungeons with a group of skilled people, you can do that".
This post was last modified: February 4th 2013, 12:10 PM by vigk vagk v2


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(February 4th 2013, 08:24 AM)Tagoar Wrote: Do you think they'll have as many dungeons as they have in Skyrim/Oblivion? and if so will they be the same type mechanic or will it be like a WoW dungeon where it's really long with a bunch of bosses? Obviously if they make it like a long dungeon with multiple bosses than they won't have nearly as many dungeons as they have in the ES series. What do you think? What would you want to see in the dungeons in ESO. In my personal opinion I hope that they'll have short-medium sized dungeons like they have in the ES series, it gives more of a sense of exploration like oh what's in this dungeon? instead of like WoW where there are only a select few and everybody knows where it is and what to expect.
I would have to agree with you on this one. The way WoW set up their dungeons it was more of a daily grind to get stuff you needed and the ES's dungeon type is much more of an adventure.
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(February 4th 2013, 12:08 PM)vigk vagk v2 Wrote: Keep in mind something they said in an interview or two: If the dungeon was in a previous game, they're making the dungeon in the same spot and close to the same internal layout as it was previously. That means no really long dungeons with randomly placed incredibly strong bosses.

However, they DID say (not explicitly, but strongly implied when talking about another topic) that they'll have epic level dungeons that practically requires you to have multiple people in your group. The quote goes something like this: "And if you're the type of player who likes to go on raids in epic level dungeons with a group of skilled people, you can do that".

I did not know this :D thank you so much for the info it definitely relieved a lot off my chest.


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In addition (not instead of) the static dungeon placement and layout, they should sprinkle a lot of short offshoot dungeons with (1) randomly placed around the world, and (2) have randomly generated layouts.

Surely they would have a set number of potential entrance anchor points (but a lot to choose from), and layout and mob generation restrictions, but to an Explorer-type player it would seem like a new place to be dicsovered every few days.

They could have a sort of "excavation phase" showing something being built for 1-2 days, then the dungeon is present for a week. Everyone sees the same thing, it's globally phased part onto the world map.

Sort of like the variety in Diablo I and II LoD.

And with multiple entrances.

And some are RvR with multiple entrances ... in multiple faction's lands. Entrances in PvE lands are only usable by that faction, but entrances located in open RvR places can be used by anyone.

And sometimes a broadcast alerts everyone to "something of great power has been felt in <region>", meaning a spawned cache of somethign good is somewhere and you can race everyone else in your faction, or across factions, to get to it first. You won't even know where it is without some frantic exploration. It's TESO's version of It's A Mad, Mad, Mad, Mad World.

The Holy Grail of this for me would be the ability to generate something on the order of a dark, dank and highly unsafe Darkness Falls, with entrances showing up in odd parts of your home lands or Cyrodil.

There's something about being able to endlessly find new spots, the discovery never gets as stale as just running the same static maps forever. You could have both.
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I personally will be grateful with whatever ZenO gives us and will enjoy the content presented. Although, I do hope the dungeons will, unlike WoW's, be adventurous and more than just a gear and exp grind. In other words, more of what Skyrim and Oblivion brought to the table.

Oh and jumping puzzles!!!!!!!!!!
This post was last modified: February 10th 2013, 04:11 PM by Mega Pony


FOR THE HORDE!!! Wait, wrong game...
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(February 10th 2013, 04:10 PM)Mega Pony Wrote: I personally will be grateful with whatever ZenO gives us and will enjoy the content presented. Although, I do hope the dungeons will, unlike WoW's, be adventurous and more than just a gear and exp grind. In other words, more of what Skyrim and Oblivion brought to the table.

Oh and jumping puzzles!!!!!!!!!!

Jumping Puzzles were annoying in GW2.


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(February 7th 2013, 11:52 PM)RedGiant Wrote: In addition (not instead of) the static dungeon placement and layout, they should sprinkle a lot of short offshoot dungeons with (1) randomly placed around the world, and (2) have randomly generated layouts.

The Holy Grail of this for me would be the ability to generate something on the order of a dark, dank and highly unsafe Darkness Falls, with entrances showing up in odd parts of your home lands or Cyrodil.

There's something about being able to endlessly find new spots, the discovery never gets as stale as just running the same static maps forever. You could have both.

I would have to disagree on that. One of the most amazing things about TES was that everything was practically hand-molded for the player. I don't mind that previous TES games only had one layout of the land. It allowed the creators to make everything flow and connect as perfectly as possible as one large area/ecosystem. Although I would see why some people would feel this got stale at times, not much beats the feeling that you know the land like the back of your hand, and everything feels like home. Having any kind of random generated terrain/dungeons would take away from this.

Another way to look at it is this: they've already said that things will be placed as similar as possible to how they were in other games. Now keep in mind that you have Skyrim, plus Vvardenfell, plus Cyrodiil, plus every other region on the map. You REALLY don't need any kind of random dungeons. There's enough for you as it is.


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I know this is being a bit nit picky but most if not all dungeons/caves that were in Oblivion/Skyrim did have atleast 1 "boss" within it guarding the big loot chest. I do realize that most of those so called bosses werent much of a challenge (normally only being slightly harder then the other mobs) but they were technically still there. If I had to wager a guess I would think that we will see some of these caves be set up for solo/dou groups, some for small groups and others for raid encounters. I would guess they would identify which places fit which encounter style and then tweak it to match.

I would be kinda disappointed if they made multiple versions of the same cave/dungeon since its not really necessary. Theres way too many places to adventure that reusing layouts and just changing mobs or mob levels seems kinda like a cop out. Id also guess that they will top heavy the content, making most of the dungeons for max level players considering how much content would be wasted if a significant amount was put into lower levels. I think WoW did it right with instances 1-2 for every 5-10 levels. Even if they do that for each faction you would still see hundreds of places to use for max level content.
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I'm pretty sure the difficulty of the mobs will vary compared to your level, like in Skyrim. If you're a level 50 than you usually fight bandit marauders or such when you enter a bandit encampment. However if you're only level 10 or so than you usually only see bandits in dungeons and maybe one or two mobs that are stronger.


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(February 11th 2013, 07:37 PM)Tagoar Wrote: I'm pretty sure the difficulty of the mobs will vary compared to your level, like in Skyrim. If you're a level 50 than you usually fight bandit marauders or such when you enter a bandit encampment. However if you're only level 10 or so than you usually only see bandits in dungeons and maybe one or two mobs that are stronger.

Doubtful, having mobs that scale is easy in a single player game, not in a mmo, thats why gw2 they downscale you to the mob, you always know what level the mobs are in that area so scaling you to them is easy easy. You could upscale to the mobs but then you could skip big chunks of the game, which is unlikely in a genre that tends to makes more money the longer you play
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(February 11th 2013, 08:00 PM)dafroog Wrote:
(February 11th 2013, 07:37 PM)Tagoar Wrote: I'm pretty sure the difficulty of the mobs will vary compared to your level, like in Skyrim. If you're a level 50 than you usually fight bandit marauders or such when you enter a bandit encampment. However if you're only level 10 or so than you usually only see bandits in dungeons and maybe one or two mobs that are stronger.

Doubtful, having mobs that scale is easy in a single player game, not in a mmo, thats why gw2 they downscale you to the mob, you always know what level the mobs are in that area so scaling you to them is easy easy. You could upscale to the mobs but then you could skip big chunks of the game, which is unlikely in a genre that tends to makes more money the longer you play

I'd have agree with you there. A lot of the dungeons will be endgame anyway, so it's not like this is much of an issue.


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