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Please add Blind content.

tunepunk
tunepunk
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I don't mind to revisit old places and revisiting the same dungeons and delves over and over... IF......
Let's say the group dungeons. If you knew that every time you entered that dungeon the spawns would be different, different kind of enemies, bosses and their mechanics would be different, you practically go in blind every time. You don't know what to expect or what to encounter next time. That would add a WHOLE lot of more fun, than facing the same thing every time. Everything seems so scripted, and everything seems that if you repeat it enough times, you'll gonna learn.

In the end the only thing you fear is lag, even how many times you have run a dungeon or trial, and know every single mechanic by heart.

Why isn't dungeons designed like this? For me that would be WAY more fun, and your skill is more important, then memorizing someting you did 20 times already.
  • KochDerDamonen
    KochDerDamonen
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    I liked Chalice Dungeons in Bloodborne. randomized content in an otherwise crafted game, for special variant gear and resource farming alike.

    This intrigues me, for sure.
    If you quote someone, and intend for them to see what you have said, be sure to Mention them with @[insert name].
  • Cadbury
    Cadbury
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    I like the idea of roguelike dungeons, but I'd imagine it'd be a logistics nightmare.
    "If a person is truly desirous of something, perhaps being set on fire does not seem so bad."
  • Enslaved
    Enslaved
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    Problem with that approach was seen in Diablo lll. Randomly generated RNG based greater rifts made ppl QQ about RNG so much that it was pretty sad.
  • Bazgrim
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    Randomization of enemies is within the realm of possibilities given the technology that has been rolled out with ESO and as we've seen with other engines (ex. WoW's engine implementing keystone challenges)

    I think that normal dungeons should remain static for the purpose of lore, but veteran dungeons would be a lot more interesting with the randomization of certain enemies or even abilities. (ex. add 6 abilities to a boss, they only choose 3 to use during the encounter)

    I'm sure it's something the developers have spoken about, but can be difficult to implement depending on how the backend is setup.
    Alpha / Beta Participant / Software Engineer
    Author of StopIt!
  • DMuehlhausen
    DMuehlhausen
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    Enslaved wrote: »
    Problem with that approach was seen in Diablo lll. Randomly generated RNG based greater rifts made ppl QQ about RNG so much that it was pretty sad.

    That really wasn't about the content...that was about the huge variety/possibility in drops. So much stuff like Quivers could roll STR, but only DH could use them. Then without a way to manually edit your stats you couldn't even try a STR based DH making so many drops, even if every other roll was perfect completely useless.

    Throw on top of the crappy RNG the fact that most people couldn't find a Legendary, or even Rare items that were upgrades most people spent the entire time stuck in Act 1 Inferno. I had over 500 hrs on my first character and couldn't get out of A1 cause the only upgrade I ever got was due to crafting the item.

    The other thing that made the game terrible at launch was the maps were "random"...well only if you count the undergroud maps. Every map that is above ground was static, and while the mbos maybe changed to a point the layout of the maps were identical so the game got really boring really quick.
  • ArchMikem
    ArchMikem
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    In the beginning i kinda imagined Trials to be like that.
    CP2,000 Master Explorer - AvA One Star General - Console Peasant - The Clan
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  • Theosis
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    this is a good idea if there was an option to randomize it or not.. sometimes predictability is a good thing if you don't have a lot of time.

    this is the same argument and scaling nodes and mobs at high levels.. what if I wanted to farm linen eh? taking away options isn't fun some times
    This is were my signature would be if I was allowed one.
  • Turelus
    Turelus
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    Adding some dungeons or trials with random elements would be fantastic. Eventually players would figure out the finite pool of randomness though and have strategies for all of them.

    There couldn't be leader boards for such content though as best scores would be entire on who gets the best RNG combination of spawns/events.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Gandrhulf_Harbard
    Gandrhulf_Harbard
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    I like the idea.

    Problem come with balancing overall difficulty of the dungeon if mobs and encounters are all random.

    It is, in some ways, reminiscent of Skirmishes in LOTRO - but with a finite pool of encounters and bosses everyone who play regularly soon has a feel for how to beat the content.

    And then you are back at square one.

    All The Best
    Those memories come back to haunt me, they haunt me like a curse.
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  • AdamBourke
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    I think that this could be done really well in completely new dungeons - there are ways to do this and remain lore friendly:

    Vaermina's realm is the realm of nightmares - anything can happen there.

    Basically any other realm of oblivion - I just thought vaermina's could be coolest.

    The clockwork city is full of gears and things - what if those gears shifted dungeon rooms around? Certain set pieces would remain the same, but the journey through might be different.

    Then for regular tamrielic dungeons - you could have unstable portals. This could have an interesting mechanic whereby the group could get separated somehow (although ideally just to different parts of the same room). Maybe you have to collect parts of something to get the portal to stabilise, to get to the final boss?



    PS4 - EU

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  • tunepunk
    tunepunk
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    AdamBourke wrote: »
    I think that this could be done really well in completely new dungeons - there are ways to do this and remain lore friendly:

    Vaermina's realm is the realm of nightmares - anything can happen there.

    Basically any other realm of oblivion - I just thought vaermina's could be coolest.

    The clockwork city is full of gears and things - what if those gears shifted dungeon rooms around? Certain set pieces would remain the same, but the journey through might be different.

    Then for regular tamrielic dungeons - you could have unstable portals. This could have an interesting mechanic whereby the group could get separated somehow (although ideally just to different parts of the same room). Maybe you have to collect parts of something to get the portal to stabilise, to get to the final boss?



    That's how i imagined it also. Lore wize even a regular dungeon could have some storyline to it while being random. Let's take. Banished Cells for example. Once you've completed the regular ones, random ones could be:

    * A powerful necromancer has taken refuge in Banished Cells ... Deal with it. (Different types of undead each time)
    * Since High kinlord Rilis has been dealt with, the place has become infested with Vermin.... Deal with it. (Defferent variety of vermin each time)
    * Deadra has taken over Banished Cells... Deal with it.
    * An orc raiding party is holding up in Banished cells... deal with it.

    They could do soooo sooo many varieties on each dungeons by just replacing trash mob groups, bosses, and have a little randomness to the boss encounters. Which skills they use, how frequently, etc etc.. Maybe some times, in this randomness it would be a bit easier, sometimes a bit harder. But it would be a challenge and would keep you on your feet.
  • BlackSparrow
    BlackSparrow
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    tunepunk wrote: »
    AdamBourke wrote: »
    I think that this could be done really well in completely new dungeons - there are ways to do this and remain lore friendly:

    Vaermina's realm is the realm of nightmares - anything can happen there.

    Basically any other realm of oblivion - I just thought vaermina's could be coolest.

    The clockwork city is full of gears and things - what if those gears shifted dungeon rooms around? Certain set pieces would remain the same, but the journey through might be different.

    Then for regular tamrielic dungeons - you could have unstable portals. This could have an interesting mechanic whereby the group could get separated somehow (although ideally just to different parts of the same room). Maybe you have to collect parts of something to get the portal to stabilise, to get to the final boss?



    That's how i imagined it also. Lore wize even a regular dungeon could have some storyline to it while being random. Let's take. Banished Cells for example. Once you've completed the regular ones, random ones could be:

    * A powerful necromancer has taken refuge in Banished Cells ... Deal with it. (Different types of undead each time)
    * Since High kinlord Rilis has been dealt with, the place has become infested with Vermin.... Deal with it. (Defferent variety of vermin each time)
    * Deadra has taken over Banished Cells... Deal with it.
    * An orc raiding party is holding up in Banished cells... deal with it.

    They could do soooo sooo many varieties on each dungeons by just replacing trash mob groups, bosses, and have a little randomness to the boss encounters. Which skills they use, how frequently, etc etc.. Maybe some times, in this randomness it would be a bit easier, sometimes a bit harder. But it would be a challenge and would keep you on your feet.

    My issue is that would be a lot of work that doesn't solve the problem, just delays it.

    See, the trash mobs aren't really what makes a dungeon feel like its own thing. When you're jetting through a dungeon, who cares if you're killing zombies or skellies? What makes a dungeon feel unique are the layout, the scripted storyline, and the bosses.

    That, there, involves work on the devs' part to set up each alternative dungeon run... writing the story, recording the voice actors, setting up the scripts, testing the balance... and they have to do that for each "alternative" run... at least on any where the change would feel significant.

    And what would you get out of all that? Four extra runs before you got bored. Because once you've played through an alternative dungeon, you now know that instance, and it's no longer fresh and "random"... it's just another instance of the dungeon, like Banished Cells I versus Banished Cells II. Sure, it adds a bit more variety, but you'll still get bored after your third time through that particular dungeon , and then you'll be back here, demanding they sink more development hours into building these alternative instances. Repeat ad infinitum.

    Overall, this idea seems good in theory, but, as @Cadbury said, it would likely be a logistics nightmare, and anything they were able to implement would be a temporary bandaid over the problem, at best.
    Living vicariously through my characters.

    My Girls:
    "If you were trapped in your house for, say, a year, how would you pass the time?"

    Nephikah the Houseless, dunmer assassin: "I suppose I could use the break. I have a lot of business holdings now that need management."
    Swum-Many-Waters, elderly argonian healer: "I think that I would enjoy writing a memoir."
    Silh'ki, khajiit warrior-chef: "Would this one be able to go outside, to the nearby river? It's hard to fish without water!"
    Peregrine Huntress, bosmer hunter: "Who is forcing me to stay inside, and where can I find them?"
    Lorenyawe, altmer mechanist: "And why would I want to go outside in the first place? Too much to be done in the workshop."
    Lorelai Magpie, breton master thief: "I'd go nuts. Lucky for me, I have a little experience sneaking out!"
    Rasheda the Burning Heart, redguard knight: "I would continue my training to keep my skills sharp."
    Hex-Eye Azabi, khajiit daedric priestess: "I suppose it would be lucky, then, that I built a shrine to Mephala in my backyard."
    Yngva Stormhammer, nord bandit (reformed...ish): "I hate being inside even when I'm not forced to be. GET. ME. OUT."
    Madam Argentia, vampire dunmer aristocrat: "I suppose it would be more of the same. I have a rather... contentious relationship with the sun."
    Mazie gra-Bolga, orc scout: "Uh... I'd have to house train my bear..."
    Felicia the Wanderer, imperial witch-for-hire: "What Lorelai said."
    Calico Jaka-dra, retired khajiit pirate: "This one would like a rest from her grand adventures. Her jewel shop runs out of stock!"
    Shimmerbeam, blind altmer psijic: "Provided that I am confined to Artaeum, I do not think I will want for things to occupy my time."
    Shauna Blackfire, redguard necromancer: "Sounds like paradise. I hate people."
    Kirniel the Undying, cursed bosmer warrior: "I would feel useless, not being able to fight."
    Echoes-from-Dragons, argonian who thinks she's a dragon: "All the better to count my hoard!"

    (Signature idea shamelessly stolen from Abeille.)
  • starkerealm
    starkerealm
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    I liked Chalice Dungeons in Bloodborne. randomized content in an otherwise crafted game, for special variant gear and resource farming alike.

    This intrigues me, for sure.

    *vomits blood*

    I liked the idea of Chalice Dungeons. I had serious issues with the implementation. Also that there was only one Blood Rock in the base game unless you started grinding chalices.
  • NewBlacksmurf
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    1. You got those saying Nooo this is an MMORPG
    2. You go those saying great
    3. You got those saying I don't like change
    4. You got those who only saw RNG and flipped out :wink:
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Cadbury
    Cadbury
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    1. You got those saying Nooo this is an MMORPG
    2. You go those saying great
    3. You got those saying I don't like change
    4. You got those who only saw RNG and flipped out :wink:

    Sounds like a typical result of a survey sample. All valid opinions.
    "If a person is truly desirous of something, perhaps being set on fire does not seem so bad."
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