SilverBride wrote: »
SilverBride wrote: »
SilverBride wrote: »
thedocbwarren wrote: »I'm trying to understand this a bit. I've not played any of the games mentioned in the thread comparing this so: What is an "endless Dungeon" really? How can that be endless? How would one play this? I'm not sure I have any fears or concerns, only confusion.
Is this some kind of generated room system where something is generated in some random place with no real location on map? Is this something like No Man's Sky where it builds a world off of guidelines and makes something "unique"-ish? Is this a maze with scenes and enemies and some kind of loot? Is there even a story or is that random too where it could be anything in the game mashed together?
If it's any of that I think that's aggressive in scope and I question that. Just trying to understand.
Dragonredux wrote: »Besides the Torghast fearmongering, I don't think ESO has a system where you are forced to grind something over and over in terms of gearing unless they're an item set exclusive to this content. The closest this game has are Mythic leads and even then that's a one time grind.
I have several questions that comes to mind after I suppose digesting it a bit more
- Are players able to do this content solo? Solo with a companion? Or just restricted to two players only?
- If players are able to do a solo or duo, are there going to be separate leaderboards or will there be leaderboards for this content?
- Are there lives or team lives? If they are team lives, do a companion count towards it?
- If a player or team crashes or disconnect, will the run be considered a failure or will there be a grace period?
- How quickly will the difficulty scale?
alternatelder wrote: »Dragonredux wrote: »Besides the Torghast fearmongering, I don't think ESO has a system where you are forced to grind something over and over in terms of gearing unless they're an item set exclusive to this content. The closest this game has are Mythic leads and even then that's a one time grind.
I have several questions that comes to mind after I suppose digesting it a bit more
- Are players able to do this content solo? Solo with a companion? Or just restricted to two players only?
- If players are able to do a solo or duo, are there going to be separate leaderboards or will there be leaderboards for this content?
- Are there lives or team lives? If they are team lives, do a companion count towards it?
- If a player or team crashes or disconnect, will the run be considered a failure or will there be a grace period?
- How quickly will the difficulty scale?
Literally the only info we have on this is his quote: "How about an endless dungeon with a buddy". I don't know why people are asking these questions right now.
colossalvoids wrote: »And we won't get much info before chapter release I'm pretty sure. Kinda too early but normal to speculate which game 's feature they're likely snitched this time.
colossalvoids wrote: »And we won't get much info before chapter release I'm pretty sure. Kinda too early but normal to speculate which game 's feature they're likely snitched this time.
I think they said in the announcement stream that they'll tell us more in the 2nd half of this year. Although I wonder if it wouldn't be a better decision to give us at least a few facts earlier, so they can already get a bit of feedback before the whole thing is almost finished.
They should let us know more about the endless dungeon soon before chapter, as they said its a tentpole system.
For me as Swedish speaking, a tentpole system is pretty big stuff. A stick that hold up a big tent lol
Legendary rewards! The higher you go up!
Legendary rewards! The higher you go up!
And that's the inherent problem with this kind of system. Only the best players will be good enough to get the best gear.
With the current system, average players have access to the top gear due to the grouping mechanic of dungeons, multiplayer arenas, and trials. And even the vet solo arena gear is only marginally better than the normal versions.
Now, given ZOS's history of "balancing" (nerfing) class skills, weapon skills, CP, and gear based on the performance of elite players, do we really want to have them making combat changes based on gear only attainable by the 99th percentile? It's only reasonable that the absolute best gear that drops in the endless dungeon should be easily available to the majority of players. Anything else is just setting them up for balance nightmares.
Seraphayel wrote: »Legendary rewards! The higher you go up!
And that's the inherent problem with this kind of system. Only the best players will be good enough to get the best gear.
With the current system, average players have access to the top gear due to the grouping mechanic of dungeons, multiplayer arenas, and trials. And even the vet solo arena gear is only marginally better than the normal versions.
Now, given ZOS's history of "balancing" (nerfing) class skills, weapon skills, CP, and gear based on the performance of elite players, do we really want to have them making combat changes based on gear only attainable by the 99th percentile? It's only reasonable that the absolute best gear that drops in the endless dungeon should be easily available to the majority of players. Anything else is just setting them up for balance nightmares.
It's a problem, but the only reasonable choice for something like this. If the endless dungeon doesn't offer unique and really "legendary" rewards for the best players, it's a pointless system and dead on arrival. The same if there is just one mode and you can enter the dungeon below level 50.
This system really should be only focused on max level players and only be for them. This game has so so so so so much stuff for low level players, it's time that end game players have a unique type of content that's just for them and balanced adequately. What this game lacks is challenge and this could be their chance to introduce it. The moment they make this system for everyone, it will fail. Basically everything else besides trials in this game is for everyone (and that might be 99% of its entire content).
Seraphayel wrote: »Legendary rewards! The higher you go up!
And that's the inherent problem with this kind of system. Only the best players will be good enough to get the best gear.
With the current system, average players have access to the top gear due to the grouping mechanic of dungeons, multiplayer arenas, and trials. And even the vet solo arena gear is only marginally better than the normal versions.
Now, given ZOS's history of "balancing" (nerfing) class skills, weapon skills, CP, and gear based on the performance of elite players, do we really want to have them making combat changes based on gear only attainable by the 99th percentile? It's only reasonable that the absolute best gear that drops in the endless dungeon should be easily available to the majority of players. Anything else is just setting them up for balance nightmares.
It's a problem, but the only reasonable choice for something like this. If the endless dungeon doesn't offer unique and really "legendary" rewards for the best players, it's a pointless system and dead on arrival. The same if there is just one mode and you can enter the dungeon below level 50.
This system really should be only focused on max level players and only be for them. This game has so so so so so much stuff for low level players, it's time that end game players have a unique type of content that's just for them and balanced adequately. What this game lacks is challenge and this could be their chance to introduce it. The moment they make this system for everyone, it will fail. Basically everything else besides trials in this game is for everyone (and that might be 99% of its entire content).
Ok, so now when you apply for top end trials, instead of having a list of meta sets and achievements to qualify, now you will have to show possession of gear only available to the 99th percentile. Cyro, IC, and battlegrounds will be dominated by exclusive gear-wearing solos and ball groups. Tales of Tribute leaderboards will be all elite endless dungeon deck wielders.
You don't see how this could be a problem? If you think the complaining by the people losing to the current meta isn't loud enough, just wait.
Seraphayel wrote: »Seraphayel wrote: »Legendary rewards! The higher you go up!
And that's the inherent problem with this kind of system. Only the best players will be good enough to get the best gear.
With the current system, average players have access to the top gear due to the grouping mechanic of dungeons, multiplayer arenas, and trials. And even the vet solo arena gear is only marginally better than the normal versions.
Now, given ZOS's history of "balancing" (nerfing) class skills, weapon skills, CP, and gear based on the performance of elite players, do we really want to have them making combat changes based on gear only attainable by the 99th percentile? It's only reasonable that the absolute best gear that drops in the endless dungeon should be easily available to the majority of players. Anything else is just setting them up for balance nightmares.
It's a problem, but the only reasonable choice for something like this. If the endless dungeon doesn't offer unique and really "legendary" rewards for the best players, it's a pointless system and dead on arrival. The same if there is just one mode and you can enter the dungeon below level 50.
This system really should be only focused on max level players and only be for them. This game has so so so so so much stuff for low level players, it's time that end game players have a unique type of content that's just for them and balanced adequately. What this game lacks is challenge and this could be their chance to introduce it. The moment they make this system for everyone, it will fail. Basically everything else besides trials in this game is for everyone (and that might be 99% of its entire content).
Ok, so now when you apply for top end trials, instead of having a list of meta sets and achievements to qualify, now you will have to show possession of gear only available to the 99th percentile. Cyro, IC, and battlegrounds will be dominated by exclusive gear-wearing solos and ball groups. Tales of Tribute leaderboards will be all elite endless dungeon deck wielders.
You don't see how this could be a problem? If you think the complaining by the people losing to the current meta isn't loud enough, just wait.
I really don't see what the one thing has to do with the other. Do the hardest content, get the best gear. That's basically the status quo for each and every game. Vet trial gear is still exclusive, the "best" gear from the endless dungeon would be the same as the vet trial gear - it's basically the solo equivalent of getting that. And for that to happen the dungeon needs to reward gear in the first place, something Torghast (the WoW endless dungeon) did not.