lolo_01b16_ESO wrote: »How should that work without completly redesigning most of the trials?NewBlacksmurf wrote: »
Let's take AA since it's the first one according to the story line:
1. You can't open the door as long as the frost atros are alive. What happens if someone killed them before you entered the dungeon? Will the doors shut as soon as the atros spawn? And what happens if you made it through the door before they shut, but one of your friends didn't? Does he have to solo kill them / wait for new people to enter?
2. Teleporters have to be redesigned, otherwise you still need 12 coordinated people
3. When will the bridges spawn / despawn?
4. What about the split trash that has to be killed in a certain order to stop them respawning forever?
5. Thanks to teleports and jumping the dungeon is very linear. What if a friend is left behind when mobs respawn? How do you want to help them?
6. What do you do about mage chain lightning? Will it allow random players to wipe you by standing next to you?
7. What happens if a player enters the last boss platform while it is in execute phase? Will he just instantly die?
And that's just an relatively simple trial. Now think about transforming MoL to a public dungeon with all it's one shot mechanics, multiple add waves that are triggered when you enter an area and numerous doors that are shut untill you kill certain enemies.
I'm not opposed to intressting public pve content, I just can't see how switching trials to public has an advantage over adjusting craglorn events / existing public dungeons or creating something completely new.
This is pretty much what I thought when I read it. Or how does one go about the first Atro boss? Would you be able to just revive in boss battles?
There is no way you can "simplify" the trials into a public dungeon and still give them the feel that they have now. Maybe they should be added to the group finder, but honestly, if my guild of laid-back PvE players can do most of them given enough effort, then anyone can. And the stories and such are part of the fun.
I think your idea would pretty much suck out the fun of the whole experience.
NewBlacksmurf wrote: »lolo_01b16_ESO wrote: »How should that work without completly redesigning most of the trials?NewBlacksmurf wrote: »
Let's take AA since it's the first one according to the story line:
1. You can't open the door as long as the frost atros are alive. What happens if someone killed them before you entered the dungeon? Will the doors shut as soon as the atros spawn? And what happens if you made it through the door before they shut, but one of your friends didn't? Does he have to solo kill them / wait for new people to enter?
2. Teleporters have to be redesigned, otherwise you still need 12 coordinated people
3. When will the bridges spawn / despawn?
4. What about the split trash that has to be killed in a certain order to stop them respawning forever?
5. Thanks to teleports and jumping the dungeon is very linear. What if a friend is left behind when mobs respawn? How do you want to help them?
6. What do you do about mage chain lightning? Will it allow random players to wipe you by standing next to you?
7. What happens if a player enters the last boss platform while it is in execute phase? Will he just instantly die?
And that's just an relatively simple trial. Now think about transforming MoL to a public dungeon with all it's one shot mechanics, multiple add waves that are triggered when you enter an area and numerous doors that are shut untill you kill certain enemies.
I'm not opposed to intressting public pve content, I just can't see how switching trials to public has an advantage over adjusting craglorn events / existing public dungeons or creating something completely new.
This is pretty much what I thought when I read it. Or how does one go about the first Atro boss? Would you be able to just revive in boss battles?
There is no way you can "simplify" the trials into a public dungeon and still give them the feel that they have now. Maybe they should be added to the group finder, but honestly, if my guild of laid-back PvE players can do most of them given enough effort, then anyone can. And the stories and such are part of the fun.
I think your idea would pretty much suck out the fun of the whole experience.
@AlnilamE
You're adding in your own thing. This idea isn't asking to make Trials a Public dungeon.
The idea is giving all Trials a public dungeon option.
That's extremely different in the experience, access, and loot.
It's not suppose to feel like a trial, it's suppose to be a public dungeon
It doesn't need the "feel" of a Trial, it just needs the story. Every public dungeon has a story running through it; this would work in the same way. As for opening doors and whatnot, all you need for that is quest ticks. You wouldn't be able to open the door until the quest triggers the tick for defeating the atro. That tick would register with all group members in the same way they do with any public dungeon quest, and if you don't get the tick for whatever reason, you wait for the boss to respawn, as you do now in similar situations that require killing a boss.There is no way you can "simplify" the trials into a public dungeon and still give them the feel that they have now. Maybe they should be added to the group finder, but honestly, if my guild of laid-back PvE players can do most of them given enough effort, then anyone can. And the stories and such are part of the fun.
NewBlacksmurf wrote: »lolo_01b16_ESO wrote: »How should that work without completly redesigning most of the trials?NewBlacksmurf wrote: »
Let's take AA since it's the first one according to the story line:
1. You can't open the door as long as the frost atros are alive. What happens if someone killed them before you entered the dungeon? Will the doors shut as soon as the atros spawn? And what happens if you made it through the door before they shut, but one of your friends didn't? Does he have to solo kill them / wait for new people to enter?
2. Teleporters have to be redesigned, otherwise you still need 12 coordinated people
3. When will the bridges spawn / despawn?
4. What about the split trash that has to be killed in a certain order to stop them respawning forever?
5. Thanks to teleports and jumping the dungeon is very linear. What if a friend is left behind when mobs respawn? How do you want to help them?
6. What do you do about mage chain lightning? Will it allow random players to wipe you by standing next to you?
7. What happens if a player enters the last boss platform while it is in execute phase? Will he just instantly die?
And that's just an relatively simple trial. Now think about transforming MoL to a public dungeon with all it's one shot mechanics, multiple add waves that are triggered when you enter an area and numerous doors that are shut untill you kill certain enemies.
I'm not opposed to intressting public pve content, I just can't see how switching trials to public has an advantage over adjusting craglorn events / existing public dungeons or creating something completely new.
This is pretty much what I thought when I read it. Or how does one go about the first Atro boss? Would you be able to just revive in boss battles?
There is no way you can "simplify" the trials into a public dungeon and still give them the feel that they have now. Maybe they should be added to the group finder, but honestly, if my guild of laid-back PvE players can do most of them given enough effort, then anyone can. And the stories and such are part of the fun.
I think your idea would pretty much suck out the fun of the whole experience.
@AlnilamE
You're adding in your own thing. This idea isn't asking to make Trials a Public dungeon.
The idea is giving all Trials a public dungeon option.
That's extremely different in the experience, access, and loot.
It's not suppose to feel like a trial, it's suppose to be a public dungeon
But why do that instead of creating a new public dungeon? Are you saying that you'd just use the "shell" of the dungeon and put in completely different mobs in there?
NewBlacksmurf wrote: »
@AlnilamE
I think it's a complete waste to create new public dungeons when all that's needed is a few small edits to existing trials.
Something that I found shocking on Xbox One is that in the many guilds and the decent size of friends list that I have who play this game (200+) many people have little to no interest in grouping up for a PvE trial.
-many different reasons and some make sense while others are just ppl who want a solo game experience it's come to my attention that because it's not an activity finder item and that the guild set up doesn't have tools and the game has no way to sign ppl up it's become something ppl consider as more of a bother.
- don't mistake that as ppl don't do them tho cause two of my guilds run old and new trials each week...or attempt to at least.
- The point is that there more who would jump in the public dungeon concept and consider if these become points of interest, it's more likely that others will gravitate in the area for groups because there's something to do while you wait.
Even consider how much easier it would be to form group cause ppl are bouncing around inside and with One Tamriel...moreso.
Overall, the public dungeon idea here is a means of creating a public gathering spot for many reasons.
-grouping
-farming
-grinding
-lfg
-trading
Basically it's a way to better utilize the space.
Why wouldn't someone who enjoys doing trials like this idea as it helps you too in case you need to PUG 1-2 ppl due to whatever reasons.
The same concept applies to 4 man dungeons or could apply
EU PC 2000+ CP professional mudballer and pie thrower"Sheggorath, you are the Skooma Cat, for what is crazier than a cat on skooma?" - Fadomai
NewBlacksmurf wrote: »
@AlnilamE
I think it's a complete waste to create new public dungeons when all that's needed is a few small edits to existing trials.
Something that I found shocking on Xbox One is that in the many guilds and the decent size of friends list that I have who play this game (200+) many people have little to no interest in grouping up for a PvE trial.
-many different reasons and some make sense while others are just ppl who want a solo game experience it's come to my attention that because it's not an activity finder item and that the guild set up doesn't have tools and the game has no way to sign ppl up it's become something ppl consider as more of a bother.
- don't mistake that as ppl don't do them tho cause two of my guilds run old and new trials each week...or attempt to at least.
- The point is that there more who would jump in the public dungeon concept and consider if these become points of interest, it's more likely that others will gravitate in the area for groups because there's something to do while you wait.
Even consider how much easier it would be to form group cause ppl are bouncing around inside and with One Tamriel...moreso.
Overall, the public dungeon idea here is a means of creating a public gathering spot for many reasons.
-grouping
-farming
-grinding
-lfg
-trading
Basically it's a way to better utilize the space.
Why wouldn't someone who enjoys doing trials like this idea as it helps you too in case you need to PUG 1-2 ppl due to whatever reasons.
The same concept applies to 4 man dungeons or could apply
Please list the "few small edits" you would do to AA or HRC to turn it into a "Public Dungeon"
Personally, other than the Orsinium dungeons where I went with my guild a number of times (and Old Orsinium in particular to farm Harpies for their trophy), I really only go into the Public Dungeons for the quest completions on each of my characters. There's nothing particularly interesting in them other than the achievements. I would never go there for grouping, farming, looking for a group or trading.
Agreed, just like all the other delves in the game. No need to change the difficulty, just make them "Group Delves" (as the name suggests) rather than "Group Instances" (which they actually are). I know that's been suggested a lot too, and hopefully that's in the plans for their update to Craglorn.While we're at it, every delve in Craglorn should be Public Dungeon style instead of instanced group style as well.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »
@AlnilamE
I think it's a complete waste to create new public dungeons when all that's needed is a few small edits to existing trials.
Something that I found shocking on Xbox One is that in the many guilds and the decent size of friends list that I have who play this game (200+) many people have little to no interest in grouping up for a PvE trial.
-many different reasons and some make sense while others are just ppl who want a solo game experience it's come to my attention that because it's not an activity finder item and that the guild set up doesn't have tools and the game has no way to sign ppl up it's become something ppl consider as more of a bother.
- don't mistake that as ppl don't do them tho cause two of my guilds run old and new trials each week...or attempt to at least.
- The point is that there more who would jump in the public dungeon concept and consider if these become points of interest, it's more likely that others will gravitate in the area for groups because there's something to do while you wait.
Even consider how much easier it would be to form group cause ppl are bouncing around inside and with One Tamriel...moreso.
Overall, the public dungeon idea here is a means of creating a public gathering spot for many reasons.
-grouping
-farming
-grinding
-lfg
-trading
Basically it's a way to better utilize the space.
Why wouldn't someone who enjoys doing trials like this idea as it helps you too in case you need to PUG 1-2 ppl due to whatever reasons.
The same concept applies to 4 man dungeons or could apply
Please list the "few small edits" you would do to AA or HRC to turn it into a "Public Dungeon"
Personally, other than the Orsinium dungeons where I went with my guild a number of times (and Old Orsinium in particular to farm Harpies for their trophy), I really only go into the Public Dungeons for the quest completions on each of my characters. There's nothing particularly interesting in them other than the achievements. I would never go there for grouping, farming, looking for a group or trading.
@AlnilamE
-unlock doors, sequences and passages
-keep NPCs and bosses spawning on timers based on active players in the area
-adjust loot tables
That's it for all Trials.
-Regarding your comment on going to Orsinium public dungeons....that's the whole point.
If you were in a Trial Public Dungeon you would keep going because it's something to do with the opportunity to trade, group, etc for the actual Trial.
I'm not sure if it's me explaining it or something else but your comments are exactly why I posted this thread as well as some online random discussions.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »
@AlnilamE
I think it's a complete waste to create new public dungeons when all that's needed is a few small edits to existing trials.
Something that I found shocking on Xbox One is that in the many guilds and the decent size of friends list that I have who play this game (200+) many people have little to no interest in grouping up for a PvE trial.
-many different reasons and some make sense while others are just ppl who want a solo game experience it's come to my attention that because it's not an activity finder item and that the guild set up doesn't have tools and the game has no way to sign ppl up it's become something ppl consider as more of a bother.
- don't mistake that as ppl don't do them tho cause two of my guilds run old and new trials each week...or attempt to at least.
- The point is that there more who would jump in the public dungeon concept and consider if these become points of interest, it's more likely that others will gravitate in the area for groups because there's something to do while you wait.
Even consider how much easier it would be to form group cause ppl are bouncing around inside and with One Tamriel...moreso.
Overall, the public dungeon idea here is a means of creating a public gathering spot for many reasons.
-grouping
-farming
-grinding
-lfg
-trading
Basically it's a way to better utilize the space.
Why wouldn't someone who enjoys doing trials like this idea as it helps you too in case you need to PUG 1-2 ppl due to whatever reasons.
The same concept applies to 4 man dungeons or could apply
Please list the "few small edits" you would do to AA or HRC to turn it into a "Public Dungeon"
Personally, other than the Orsinium dungeons where I went with my guild a number of times (and Old Orsinium in particular to farm Harpies for their trophy), I really only go into the Public Dungeons for the quest completions on each of my characters. There's nothing particularly interesting in them other than the achievements. I would never go there for grouping, farming, looking for a group or trading.
@AlnilamE
-unlock doors, sequences and passages
-keep NPCs and bosses spawning on timers based on active players in the area
-adjust loot tables
That's it for all Trials.
You could test drive by taking 1 or 2 friends onto AA and seeing if you can go kill the first boss. I believe it has been done solo once. You won't be able to proceed further because of the teleport pads. I think HRC can be done with 6 people and SO with 5?-Regarding your comment on going to Orsinium public dungeons....that's the whole point.
If you were in a Trial Public Dungeon you would keep going because it's something to do with the opportunity to trade, group, etc for the actual Trial.
I'm not sure if it's me explaining it or something else but your comments are exactly why I posted this thread as well as some online random discussions.
Yeah, I'm not getting what you mean. I said that I wouldn't go public dungeon to look for a group (usually if I need a group I will form it before I go anywhere). Also, trading? What?
Meanwhile, being in the Public Dungeon instance would probably not make it easier for me to find a group for the actual trail instance.
Taleof2Cities wrote: »The loot drops would have to be nerfed. If not, boss camping would be a very real problem in a "public dungeon" style of the trial.
Shadesofkin wrote: »Taleof2Cities wrote: »The loot drops would have to be nerfed. If not, boss camping would be a very real problem in a "public dungeon" style of the trial.
I mean not just nerfed, but full on removed. You don't get trial gear for doing non-Trial versions of Trials.
NewBlacksmurf wrote: »Shadesofkin wrote: »Taleof2Cities wrote: »The loot drops would have to be nerfed. If not, boss camping would be a very real problem in a "public dungeon" style of the trial.
I mean not just nerfed, but full on removed. You don't get trial gear for doing non-Trial versions of Trials.
I don't agree that they should be removed entirely.
Now you should have some similarities but also obvious differences.
Let's say non-trial keeps the quality and artwork but isn't set gear
OK, you seem to be saying two things at the same time and I don't think that's what you mean.
On one hand you are saying "just unlock all the doors and put respawn timers on mobs/bosses, but leave everything as is"
Which is where my comment came in about "test driving" the idea by going into AA or HRC with a small group (which is what you would do to go to a Public Dungeon) and see what you thought of the difficulty of the boss mechanics, in particular. Of course, it's not going to be an open instance, but it will give you an idea of what wandering in there by yourself would do.
If you think a group of 2-5 players could deal with that and go about their business exploring the dungeon, then it would really only require "small adjustments".
I somehow doubt that is the case.
The other thing you need to consider is that Trials (and to an extent Group Dungeons) are very linear, whereas Public Dungeons tend to be circular or "loopy". By that I mean that a Trial is designed to take you from point A (the entrance) to point B (the final boss), whereas a Public Dungeon is designed to make you go in one or more circles are you go about doing the quests and all the bosses and such (I've done the Public Dungeons enough now that I can be very efficient about it), and when you are done, you are back at the entrance and you can leave.
So again, I don't think your idea is as simple as you would like it to be.
NewBlacksmurf wrote: »@AlnilamE
Honestly it is a very simple idea.
My observation is that you're trying to comprehend the idea based on a Trial.
This is not, will not and should not be a trial.
All those who voted No are commenting based on a Trial.
The context is to take the instance
Unlock and remove the requirements that prevent players from moving through
Keep the bosses (not the difficulty but the bosses)
Change the loot
It's that simple.
The work involved is simple because when you complete a trial, the mechanics are unlocked so they are just placing the players in a completed trial so to speak where bosses and NPCs continue to respawn over and over again but who drop the same loot without the set bonuses for example.
You can either have it in the activity finder or not but that's it.
Very basic
NewBlacksmurf wrote: »@AlnilamE
Honestly it is a very simple idea.
My observation is that you're trying to comprehend the idea based on a Trial.
This is not, will not and should not be a trial.
All those who voted No are commenting based on a Trial.
The context is to take the instance
Unlock and remove the requirements that prevent players from moving through
Keep the bosses (not the difficulty but the bosses)
Change the loot
It's that simple.
The work involved is simple because when you complete a trial, the mechanics are unlocked so they are just placing the players in a completed trial so to speak where bosses and NPCs continue to respawn over and over again but who drop the same loot without the set bonuses for example.
You can either have it in the activity finder or not but that's it.
Very basic
...have you done these trials? How would you change the boss mechanics (because the mechanics are the difficult part about them)?
NewBlacksmurf wrote: »NewBlacksmurf wrote: »@AlnilamE
Honestly it is a very simple idea.
My observation is that you're trying to comprehend the idea based on a Trial.
This is not, will not and should not be a trial.
All those who voted No are commenting based on a Trial.
The context is to take the instance
Unlock and remove the requirements that prevent players from moving through
Keep the bosses (not the difficulty but the bosses)
Change the loot
It's that simple.
The work involved is simple because when you complete a trial, the mechanics are unlocked so they are just placing the players in a completed trial so to speak where bosses and NPCs continue to respawn over and over again but who drop the same loot without the set bonuses for example.
You can either have it in the activity finder or not but that's it.
Very basic
...have you done these trials? How would you change the boss mechanics (because the mechanics are the difficult part about them)?
@AlnilamE
Please let go of any ideas you have from this Trial.
-yes I've done the trial and will be doing it again Wednesday night.
This isn't going to be a tank, healer and dps organization....
This would be a boss doing his thing while there could be 5 players, 2 players or even 25 players as the mechanics don't really matter as long as you're playing with the flow of the room.
That's how public dungeons work so that's the context you want to apply.