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https://forums.elderscrollsonline.com/en/discussion/668861

Reworking the group activities

richo262
richo262
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In light of the T1 patch and the Mages Guild / Fighters Guild daily quests I have been thinking of something that might be a really good idea, and also for the most part would not be a 'daunting' exercise for ZOS to implement. Additionally I saw the WOW world event that had a few ESO players envious, this may actually be our own world like event. How I'd like to see Group Activities reworked is like this:

1. Dungeons -4 player
2. Veteran Dungeons - 4 player
3. Arena's - 8 players
4. Trials - 12 players
5. Expeditions - Uncapped

Dungeons and Veteran Dungeons remain the same.

Arena's, including DSA, Kvatch, Maelstrom (multiplayer version), and perhaps an 'Imperial City Arena'. All scaled up to be 8 player and added to the group finder.
The overwhelming complaint is they take far too long, which is why they are not popular. Perhaps fewer rounds in each theater.
*I don't expect anybody to form a group via this, but it would be useful should somebody leave an already formed group. Group finder unlocks at CP200, but can be started manually.
*Veteran unlocks at CP500

**NEW**
Expeditions - I am uncertain as to what the Mage/Fighters guild daily quests are going to entail, but if its a 'clear X dungeon' I'm going to sigh. What would be really good is if every X hours a small group of NPC fighters guild / mages guild ride off to clear the areas on the map like a circuit. When somebody accepts the quest of exhibition at the respective guild, they either get notified of the event they need to go to if it has already started, or they get a timer of when the exhibition starts which is synced to all other players waiting for the exhibition to start.

Events:
Fighters guild - Clears all Dolmens in the zone. When the Fighters guild NPC's (that do little damage) arrive at a dolmen, the Dolmen gets buffed considerably, if the Dolmen has already been activated then the after the monsters already present are cleared it re-spawns new buffed ones. The buff is scaled based on how many are in the group.
Reward -
*Fighters guild exp from killing daedra, which comes naturally just from clearing the dolmens
*Chance of Motif / Region set piece (more dolmens = higher chance / more than 1 set piece)

Mages guild - Clears all World Bosses in the zone. When the Mages guild NPC's arrive at the World Bosses, the world boss goes into agro mode and behaves like a Trial boss scaled to how many are in the group.
Reward -
*A copy of a random mages guild lorebook scattered around Tamriel the toon does not have (exp)
*Chance of Motif / Region set piece (more WB = higher chance / more than 1 set piece)

Undaunted - Clears all Delves in the zone. Each member in the exhibition will be placed in a new instance (separate from players solo'ing) where the delve in scaled based on how many members in the exhibition.
Reward -
*Undaunted exp per delve
*Chance of Undaunted Set piece (more delves = higher chance / more than 1 set piece)

All expeditions launch at the same time, so if you do the fighters guild first, you have to wait X hours to do the mages guild, and X hours to do the undaunted.

When a player joins an expedition they automatically join a group of players in that zone that are in the expedition racing around the entire zone. Each Dolmen/WB/Delve cleared increases the chance of a greater reward when cashed in. A player can cash in their run after 1 Dolmen/WB/Delve or after all.

The benefits of expeditions are, all zones will feel more alive as there are expeditions racing around all over the zone, you won't have a hundred people sitting in Deshaan picking their nose waiting for a Trial, or typing LFXX anymore. Also, it can be something to do while you are waiting for a group finder to pair you with a group for a pledge/trial/arena.
Edited by richo262 on October 6, 2016 11:34AM
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