I wish each dungeon would have an "Explorer's Mode" that has the mobs just randomly wandering about without their little assigned-spots. That would be pretty cool.
This is indeed a great idea. This would also propose a nice solution for players that wish to experiment the Dungeon content but with one or two friends, and do not wish to face a challenge. This would also allow the devellopers to not nerf the current content as there would be content for super casual players.I wish each dungeon would have an "Explorer's Mode" that has the mobs just randomly wandering about without their little assigned-spots. That would be pretty cool.
Thechemicals wrote: »One day im going to actually find out what these dungeon stories are about.
Thechemicals wrote: »One day im going to actually find out what these dungeon stories are about.
Check this thread>>> Dungeons Story Videos - For those that had to skip<<<
Rune_Relic wrote: »But then you would even have the elites crying the content is too hard because they cant learn the (random) mechanical sequence. It would cost them 1000s of gems instead of 100s and they still wouldnt make any progress. With a 50-50 chance and no better.
This is a major issue. I myself like random content and the ...
I want to go into a dungeon with my group and have NO freaking idea what's going to happen. I want to be afraid to open that door actually, so much so that we pre-buff our tank and send her in first... you know.. like in the game's trailer video. ...too.
I want to hear footsteps on arounfd the corner...whispering voices that cant be seen. I want the suspense and trepidation to kill me before I enter the room.
But they arent compatible as there are two types of users.
The min/maxers want it all planned prepped predictable and done. = I crossed my t's and dotted my i's = I win.
They then wipe in 25% of the time and tell everyone else the content is too easy and L2P.
The questers want it random and unknown and 50% luck = 50% win/lose.
Randomize mob placement so they don't just spawn in the same locations every time you run the dungeon. People quickly 'learn' all the safe areas of dungeons and how and with what to kill mobs. Make it random.
Random = exciting.
Imagine grouping up and entering to find the Boss sat right there waiting for you, "omg quick form up......OOoooOoooo.....bugger". lol
Keep the loot chest at the end though so you still gotta work thru it
Ok you may get wiped out on occasion but that's the point, make it so that you don't know the outcome before entering.
Rune_Relic wrote: »But then you would even have the elites crying the content is too hard because they cant learn the (random) mechanical sequence. It would cost them 1000s of gems instead of 100s and they still wouldnt make any progress. With a 50-50 chance and no better.
This is a major issue. I myself like random content and the ...
I want to go into a dungeon with my group and have NO freaking idea what's going to happen. I want to be afraid to open that door actually, so much so that we pre-buff our tank and send her in first... you know.. like in the game's trailer video. ...too.
I want to hear footsteps/whispers around the corner...whispering voices that cant be seen. How many, why are they whispering, am I entering and ambush or just a guard on patrol ? I want the suspense and trepidation to kill me before I enter the room.
But they arent compatible as there are two types of users.
The min/maxers want it all planned prepped predictable and done. = I crossed my t's and dotted my i's = I win.
They then wipe dungeon in 25% of the time and tell everyone else the content is too easy and L2P.
The questers want it random and unknown and 50% luck = 50% win/lose.
Thechemicals wrote: »Check this thread>>> Dungeons Story Videos - For those that had to skip<<<
You sir, are my new best friend.
Merlin13KAGL wrote: »Rune_Relic wrote: »But then you would even have the elites crying the content is too hard because they cant learn the (random) mechanical sequence. It would cost them 1000s of gems instead of 100s and they still wouldnt make any progress. With a 50-50 chance and no better.
This is a major issue. I myself like random content and the ...
I want to go into a dungeon with my group and have NO freaking idea what's going to happen. I want to be afraid to open that door actually, so much so that we pre-buff our tank and send her in first... you know.. like in the game's trailer video. ...too.
I want to hear footsteps/whispers around the corner...whispering voices that cant be seen. How many, why are they whispering, am I entering and ambush or just a guard on patrol ? I want the suspense and trepidation to kill me before I enter the room.
But they arent compatible as there are two types of users.
The min/maxers want it all planned prepped predictable and done. = I crossed my t's and dotted my i's = I win.
They then wipe dungeon in 25% of the time and tell everyone else the content is too easy and L2P.
The questers want it random and unknown and 50% luck = 50% win/lose.
@Rune_Relic , that's certainly something the standalone's had down. You entered dungeons and ruins with caution... It felt menacing. You expected to potentially get in over your head, and quickly.
Dungeons felt like dungeons.
I don't know if I want a 50% chance of dying, perhaps relative to level, etc. Oblivion's cave-ins that would occur, complete with screen shake forewarning was a nice touch. Traps other than floor spikes. (What happened to room-sized Ayleid traps that either smashed you against the ceiling or lowered you onto spikes?
I'd like to see blood splatter and be nervous, not just think it commonplace.
Right now, it's just not as intimidating when you hear the NPC's "Shoot...him...with...an...arr...ow."
On the flip side, an aggro'd monster should be an aggro'd monster...I should be able to grab a few 'friends' and go rolling past that gang of bandits having dinner in the middle of a cave. "Here's something for you to do, guys!"
Environmental should go both ways - NPC's should be able to trip on the rock behind them. They should reach a point of self-induced fear (or bravery).
How about the occasional bonus boss - you know, the one that interrupts their dinner and your fight and forces all of you to temporarily align? (Think balrog, in LOTR movie...)
Much left to be expanded on. The subtle things can make a world of difference.Thechemicals wrote: »Check this thread>>> Dungeons Story Videos - For those that had to skip<<<
You sir, are my new best friend.
@Thechemicals , that sir is actually a ma'am...
Thechemicals wrote: »Check this thread>>> Dungeons Story Videos - For those that had to skip<<<
You sir, are my new best friend.
Merlin13KAGL wrote: »Rune_Relic wrote: »But then you would even have the elites crying the content is too hard because they cant learn the (random) mechanical sequence. It would cost them 1000s of gems instead of 100s and they still wouldnt make any progress. With a 50-50 chance and no better.
This is a major issue. I myself like random content and the ...
I want to go into a dungeon with my group and have NO freaking idea what's going to happen. I want to be afraid to open that door actually, so much so that we pre-buff our tank and send her in first... you know.. like in the game's trailer video. ...too.
I want to hear footsteps/whispers around the corner...whispering voices that cant be seen. How many, why are they whispering, am I entering and ambush or just a guard on patrol ? I want the suspense and trepidation to kill me before I enter the room.
But they arent compatible as there are two types of users.
The min/maxers want it all planned prepped predictable and done. = I crossed my t's and dotted my i's = I win.
They then wipe dungeon in 25% of the time and tell everyone else the content is too easy and L2P.
The questers want it random and unknown and 50% luck = 50% win/lose.
@Rune_Relic , that's certainly something the standalone's had down. You entered dungeons and ruins with caution... It felt menacing. You expected to potentially get in over your head, and quickly.
Dungeons felt like dungeons.
I don't know if I want a 50% chance of dying, perhaps relative to level, etc. Oblivion's cave-ins that would occur, complete with screen shake forewarning was a nice touch. Traps other than floor spikes. (What happened to room-sized Ayleid traps that either smashed you against the ceiling or lowered you onto spikes?
I'd like to see blood splatter and be nervous, not just think it commonplace.
Right now, it's just not as intimidating when you hear the NPC's "Shoot...him...with...an...arr...ow."
On the flip side, an aggro'd monster should be an aggro'd monster...I should be able to grab a few 'friends' and go rolling past that gang of bandits having dinner in the middle of a cave. "Here's something for you to do, guys!"
Environmental should go both ways - NPC's should be able to trip on the rock behind them. They should reach a point of self-induced fear (or bravery).
How about the occasional bonus boss - you know, the one that interrupts their dinner and your fight and forces all of you to temporarily align? (Think balrog, in LOTR movie...)
Much left to be expanded on. The subtle things can make a world of difference.Thechemicals wrote: »Check this thread>>> Dungeons Story Videos - For those that had to skip<<<
You sir, are my new best friend.
@Thechemicals , that sir is actually a ma'am...
@Rune_Relic, exactly.
One of my favorite things about cyrodill delves (aside from being unique and better designed, 'course they are improving that...) is the chance to meet a player and get involved in a fight thats random and unscripted.
It's that sort of thing that made TES great, no, exceptional.Rune_Relic wrote: »The devil is in the detail as you said. The atmosphere is just as important as the content...if not more so IMHO. There is no atmoshphere with scripted NPC in ESO. Its a one shot deal.
Rune_Relic wrote: »Interesting thoughts. Especially like the random 3rd faction boss dropping in for tea...lol. Kind of reminds me of cyrodiil delves when a blue or yellow strolls around the corner. You both stare at each other for a few seconds ..do we fight.. do we do the dungeon ?
@Shunravi , @Rune_Relic , ah yes...the brief moment where you check your *astard-o-meter to determine what happens next...(awkward)@Rune_Relic, exactly.
One of my favorite things about cyrodill delves (aside from being unique and better designed, 'course they are improving that...) is the chance to meet a player and get involved in a fight thats random and unscripted.
@yodased, the traps indeed do damage to NPC's, but there are not nearly enough, nor enough variety in them. In Oblivion, in particular, that was an awesome interactable.Unconfirmed for every instance, but every dungeon/dsa/craglorn delve i can think of with spikes on the floor does actually hurt the enemy.
The only thing that doesn't hurt the enemy is friendly fire, same as us. Bringing 2 or 3 gargoyles and friends across the bridge of spikes in lower crag delve has always been a favorite of mine.
That aoe environmental damage just melts them lol
So NPCs + environmental damage already exists in the game, that is something they just need to put more traps in dungeons.
I mean, when's the last time you let a mob take a swinging spiked battering ram to the face?
Merlin13KAGL wrote: »It's that sort of thing that made TES great, no, exceptional.Rune_Relic wrote: »The devil is in the detail as you said. The atmosphere is just as important as the content...if not more so IMHO. There is no atmoshphere with scripted NPC in ESO. Its a one shot deal.Rune_Relic wrote: »Interesting thoughts. Especially like the random 3rd faction boss dropping in for tea...lol. Kind of reminds me of cyrodiil delves when a blue or yellow strolls around the corner. You both stare at each other for a few seconds ..do we fight.. do we do the dungeon ?@Shunravi , @Rune_Relic , ah yes...the brief moment where you check your *astard-o-meter to determine what happens next...(awkward)@Rune_Relic, exactly.
One of my favorite things about cyrodill delves (aside from being unique and better designed, 'course they are improving that...) is the chance to meet a player and get involved in a fight thats random and unscripted.@yodased, the traps indeed do damage to NPC's, but there are not nearly enough, nor enough variety in them. In Oblivion, in particular, that was an awesome interactable.Unconfirmed for every instance, but every dungeon/dsa/craglorn delve i can think of with spikes on the floor does actually hurt the enemy.
The only thing that doesn't hurt the enemy is friendly fire, same as us. Bringing 2 or 3 gargoyles and friends across the bridge of spikes in lower crag delve has always been a favorite of mine.
That aoe environmental damage just melts them lol
So NPCs + environmental damage already exists in the game, that is something they just need to put more traps in dungeons.
I mean, when's the last time you let a mob take a swinging spiked battering ram to the face?
Where is the spiked bridge you speak of? I've seen plenty of bridges and plenty of gargoyles, but that's not ringing a bell at the moment.
Merlin13KAGL wrote: »I wish each dungeon would have an "Explorer's Mode" that has the mobs just randomly wandering about without their little assigned-spots. That would be pretty cool.
@Gidorick , that would be awesome, so long as they fix the insta-semi-reset that sends them running back and forth to 'home base' when they get out of a certain area.
I liked the feature Oblivion put in place - if something was out to get you, it would pursue to the ends of the earth. It wasn't enough to be just a certain distance away or on the other side of a door.
It would allow pulls to be useful for getting past some things: Player A distracts the enemies while the rest move in position behind.
It would also force you to pay more attention to your surroundings, aggro 25 things on the way from point A to point B? "Oh look! It's a parade!"