The Elder Scrolls Online

Its just a video game man.
It isn't like hundreds of people work really hard to try to deliver a good product and want to turn a profit so they can keep their jobs and get bonuses and get to work on another?

...oh it is? There aren't evil mmo overlords hiding the technological wherewithal to create our dream game so they can finally nail down the best wow clone?
 

mkopec

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No, but there is the old guard of lead designers and producers which clearly do not deserve their jobs.
 

Blackwulf

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I've had it with people like you deflecting the truth. How do you fucking sleep at night? Do you lie to your wife this much as well? Or your family? Fuck off. You make me sick.
As Draegan said, it's just a game. You're vehement hate for this title and its creators is strange, and borderline insane. I find the game fun, and more compelling than any other MMO I currently have access to. That's a fact, it's not a lie, and that's how I feel quite at peace arguing with nut jobs on the internet about it. That's all there is to it. If people having different opinions than you makes you sick, and gives you nightmares and shit, you should probably step back from the keyboard for a while.
 

Quaid

Trump's Staff
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This game is simply not as bad as Ut is saying. I'd even go as far as saying that it's a more 'satisfying' MMORPG experience than its main 2014 competition, Wildstar. The things that suck are the same things that suck about a lot of new gen MMOs.

Combat is feels weird in first person, but far more tolerable in third. It's an engagement distance thing for me. However, the fact that you can run around in first person does a lot for my enjoyment of the game. Makes the whole experience feel more immersive. The world is beautiful, but doesn't feel 'alive'. NPCs and PCs also look quite good IMO. Quests are lame like every game I've ever played except for EQ and EQOA. There's quite a bit of 'zoning'. The loot I've come across is boring, but the freedom in the skill system makes up for it.

PVP is fun, despite what Utnayan is screaming from the mountain tops. Is it some gaming revelation? Fuck no. Is it worth $60 + a couple months sub time? Absolutely. If nothing else, if you're an elder scrolls fan, it's cool to see old locations rendered in modern tech. Don't go in expecting MMORPGeezus and you'll be fine. If you were happy with your purchase of GW2 and the month playtime you got out of it, you'll be happy with TESO too. I'd go so far as saying TESO has more 'staying power' in that PVP has more interesting ramifications in the long run.

Like I said 7.5/10. Worth the box, but don't expect much.
 

Whidon

Blackwing Lair Raider
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Will this game have an open beta? I wish I could try it. Because as it stands I don't think I will buy it unless I get in beta somehow or the impression of it on this board and others I read changes for the better.

Does this game have the Trinity? The video I watched of a instance run looked like shit. Long straight 100% linear instance. people seeming to be mostly running around, and doing their own thing with little coordination and almsot zero interaction or even reason for it between the group. Reminded me of all but the hardest SWTOR heroic instances.

Also I think it was 4 people per group? Why are Mmos doing this? Lowering it from 6 to 5 was acceptable if something I personally disliked. But 4 people? Why do this? is the 3 man "group" going to be here in a few years? Does this make stuff easier to design I guess? Group dungeons are 90% retard proof nowadays anyways,
 

Tuco

I got Tuco'd!
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I'm not sure about the massive RvR zones. The GW2 WvW zones are way too big.
The size isn't as important as what's in it. There are many factors but traversability can be summed up in one thing: How long it takes a defeated force to be ready to fight the force they lost to. In GW2 that number was between 5-15 minutes depending on where the forces were and it was too low, imo.

Really, the entire RvR in TESO is rendered pointless by the fact that you can switch shards.
 

Blackwulf

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Will this game have an open beta? I wish I could try it. Because as it stands I don't think I will buy it unless I get in beta somehow or the impression of it on this board and others I read changes for the better.

Does this game have the Trinity? The video I watched of a instance run looked like shit. Long straight 100% linear instance. people seeming to be mostly running around, and doing their own thing with little coordination and almsot zero interaction or even reason for it between the group. Reminded me of all but the hardest SWTOR heroic instances.

Also I think it was 4 people per group? Why are Mmos doing this? Lowering it from 6 to 5 was acceptable if something I personally disliked. But 4 people? Why do this? is the 3 man "group" going to be here in a few years? Does this make stuff easier to design I guess? Group dungeons are 90% retard proof nowadays anyways,
Trinity exists - you'll need a tank and healer for the hardest content.

Supposedly there is a big announcement coming with details on adventure zones that are made for 12 man parties. I'm interested in hearing this - hopefully the announcementwon'tbe something like, "They aren't going to be in for release."

I found a summary of a Q&A with Paul Sage from yesterday; it answers some of your questions:
Group mechanics

Right now there is a percentage bonus for experience gained in group.
Max group size is 4 players in certain areas such as dungeons. The ?large group? size is 12 players. In PvP the group size is bigger.
The tank/healer/dps archetype is not needed for all types of content. Dark Anchors aren?t that difficult, whilst dungeons sometimes might need the holy trinity.
Cross-faction guild mates can not group up to do dungeons, but Zenimax ?would like to enable this for the future?.
You can share quests in group.
Group finder is confirmed to exist in ESO and players can choose their roles for a dungeon (tank/healer/dps). Group finder isn?t just for dungeons either.


Dungeons, gear and loot

The gear earned in veteran level dungeons may not be more powerful than gear obtained in PvP and vice-versa, but the stats and the look can be different.
End game group dungeons have one difficulty: Veteran.
At launch there?s 16 four player dungeons and 16 public dungeons. Zenimax ?hope to add new veteran dungeons? after launch.
Public dungeons ?are really tuned for you to bring a friend or meet a friend?, but anyone can enter the public dungeons.
You can run the dungeons of other alliances after you?ve completed the same level dungeon for your own alliance. If you complete a level 12 dungeon, you can complete the other level 12 dungeons of the other alliances for example. Presumably that can be done via the group finder tool, since you?re not able to enter the other alliance zones until you hit level 50.
All loot is instanced for every player, meaning everyone in the group will get loot as long as they significantly contribute to a kill. Some dungeon loot is bind on equip, some bind on pickup.
Dungeon quests can only be completed once, but veteran mode dungeons reveal the second part of the dungeon-related story, giving the player an entirely different experience.
Completing dungeons and dungeon challenges increases rank with the Undaunted guild.
You can run to and resurrect fallen group members in combat with filled soul gems of appropriate level. The resurrection takes time and adds a strategic element to combat.


50+/++ content

At level 50, ?a certain entity wants you to see things from a different perspective, and you will be able to travel to the new alliance?.
When exploring the other alliance stories/zones, players will still be considered part of their original alliance in PvP campaigns.
Lower level players can?t enter the other alliance zones.


Dark Anchors

In general there?s three Dark Anchors in a zone, and more in Cyrodiil. So Dark Anchors are also confirmed to exist in Cyrodiil!
Dark Anchor encounters are difficult for two players, ramping up to four players.
The number of players present will, up to a certain point, determine how hard the Dark Anchor encounter will be.
The type of enemies a Dark Anchor throws at you varies depending on the anchor location and even at the same location.
Once destroyed, after a period of time the Dark Anchor will appear again.
Completing a Dark Anchor encounter will reward the players with experience, loot drops from the Dark Anchor boss and rank gain with the Fighters Guild.
Different Dark Anchors can have different enemies, but the main difference between the encounters is level.


Synergies and the finesse system

Using synergies isn?t necessary but they can provide a big advantage.
Synergies can be activated from certain player abilities. A player comes over and ?activates the synergy effect?.
Synergies include AOE damage enhancing effects such as radius and damage increases, Atronach duration and damage increase, health leech effect for attacks, stamina recovery and invisibility among others.
How often you can use a synergy depends on the synergy.
The Undaunted skill line has only synergy abilities.
Finesse as a system is largely dead.
Finesse still affects how quickly players can build up ultimates. How well you do in combat, including heals, dodging attacks, blocking at the right time etc. contribute to building up ultimate.


Healing

There will be a learning curve in healing for players who are used to a standard target heal system, because ESO doesn?t have a lot of interface elements and healing in ESO requires you to be active in the world. The heals you have available are mostly cone, AOE and spread heals.
Some heals are instant and let you heal without facing your target, but they will not be as effective as heals which force you to face your target. Some heals are radius spells and some non-direct heals and they act as smart heals, meaning they heal the most hurt party member. Some heals are cone based.
A ?safe? distance for a healer to do well is within ~15-20 meters of the target. Keep in mind it largely depends on the spells you are using.
In general heals over time (and damage over time?) effects do NOT stack.


Tanking, aggro and melee

There are threat increasing abilities and ways to reduce or drop threat.
Puncture (one hand and shield skill line ability) has a taunt element. Someone asked if using this skill when needed would enable the tank to maintain the attention of a dungeon boss throughout the whole encounter. The reply was: ?It will certainly not last forever. But you should be able to maintain attention, unless someone just tried to actively grab it from you.?
Zenimax acknowledged the critique they have received over the impact and weight of melee attacks, and have made some changes in the past weeks to make it better.
 

Gecko_sl

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The size isn't as important as what's in it. There are many factors but traversability can be summed up in one thing: How long it takes a defeated force to be ready to fight the force they lost to. In GW2 that number was between 5-15 minutes depending on where the forces were and it was too low, imo.

Really, the entire RvR in TESO is rendered pointless by the fact that you can switch shards.
We don't know the mechanism for switching shards/megashard, and given the game is more about small groups, and not large zerg objectives a la GW2 I think their design will work. Probably far better than GW2 did.

All of this is moot if combat still feels like a clunky piece of garbage. I really hope the TESO guys are burning the midnight oil to make combat fun and smooth. I want to like and play this game, I really do. The videos look cool. The design looks cool. None of that matters if the game isn't fun.
 

Tuco

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We don't know the mechanism for switching shards/megashard, and given the game is more about small groups, and not large zerg objectives a la GW2 I think their design will work.
What is in RvR that rewards small groups rather than large zergs?
 

Gecko_sl

shitlord
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What is in RvR that rewards small groups rather than large zergs?
Realm Ranks, Experience, Loot, and most importantly bragging rights on forums when you take down the other realms top gank group.

I'm solely taking this from the fact their designers are from DAOC. Objectives were good, but the most fun I had was the group vs group fighting in the frontiers.
 

Mr Creed

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I think they have all that in GW2? I'd say if there isnt a clear disadvantage to being in a zerg people will zerg.
 

Flank_sl

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One of the big problem with 4 player groups is that >50% of players like to p[lay as dps. With a 6 man group, you would have equal queue times if 67% of people queued as damage dealers. I expect that even with 6 man groups dps would have longer queue times, but with 4 player groups I expect you always want to play as or queue with a tank/healer.
 

Whidon

Blackwing Lair Raider
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Thanks Blackwulf for posting that Interview

The healing part really interest me. very much like to try that even if it's nothing revolutionary, it might be fun.

is the "large groups" simply another word for "12 man raid" or has bigger raids been confirmed? I guess 12 man group is essentially a raid regardless what they call it.

Can people in the beta speak on the difficulty in this game? The whole "trinity not required" sounds awful and has proven awful in every mmo that has done that recently. It simply means your dungeons are so easy to be essentially single player co-op rpgs of trivial difficulty. The "veteran mode" thing also scares me some. just with the talk of most instances not needing trinity and having two modes. I worry this game is going to somehow manage to have an even easier mode then what is normal.
 

Rescorla_sl

shitlord
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The size isn't as important as what's in it. There are many factors but traversability can be summed up in one thing: How long it takes a defeated force to be ready to fight the force they lost to. In GW2 that number was between 5-15 minutes depending on where the forces were and it was too low, imo.

Really, the entire RvR in TESO is rendered pointless by the fact that you can switch shards.
Fairly certain once you pick a campaign you are locked into that one until the campaign is over, which is a couple of weeks. You can change to another campaign as a guest but there is some penalty associated with it like reduced accumulation of RvR points.
 

Kaljin

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Since my dad passed away, I have even more fire under my ass to call out your bullshit. I play it. I always have. You know the difference between you and me? Is I care about these games because I play them. From day one. I call it as it is and will never sugar coat it. You are full of shit and always have been. You are the worst internet shill while I continue to fight the unfightable. Why? Because of all the bullshit cronies here that are posting under their pseudo handles working for the companies they are trying to get their promotion under.

I've had it with people like you deflecting the truth. How do you fucking sleep at night? Do you lie to your wife this much as well? Or your family? Fuck off. You make me sick.
rrr_img_58134.jpg


Chill UT! You're going to have a Aneurysm.
 
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One of the big problem with 4 player groups is that >50% of players like to p[lay as dps. With a 6 man group, you would have equal queue times if 67% of people queued as damage dealers. I expect that even with 6 man groups dps would have longer queue times, but with 4 player groups I expect you always want to play as or queue with a tank/healer.
There is no queue. Old Skul.