Dlc zone chain quest bosses

Shadowasrial
Shadowasrial
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As many of you know there are a great deal of zones that are virtual ghost towns. Sure you see a couple people who just got the dlc after a year of it being released and during the free eso plus events when people can do the content for free. But other than that many zones become empty. I have an idea on how to solve that.

Chain event quests set on repeatable server timers. These quests span the length of 3-5 quests. Example dolmen drops. You clear dolmen. Suddenly you get a world notification much like the cyrodil ones. Multiple dolmens drop spawning extreme waves of daedra. If you reach the quest set amount of daedra killed you trigger the final quest/boss. A very powerful world boss that requires you to follow certain mechanics similar to trial bosses. If you kill the boss before the timer ends then everyone who participates can loot the mega chest that has wonderful goodies inside. Like gold mats. 10k gold, the rarer zone drops and even pets/costumes. If all the major zones had these random timers that spawned these zone events it would definitely bring players to the zone. Especially if the rewards are worthwhile.
  • Fleshreaper
    Fleshreaper
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    How is that going to fix the zone being a ghost town. You will just have someone from the guild hang out in ever zone. When the notice pops up, everyone will just port to that player and kill the boss, then go back to the zone they were in.
  • therift
    therift
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    This is the fifth thread I recall that posted this idea from that other game... is it Rift? WoW? I don't remember which.

    It's not a bad idea for those games, but I see two problems:

    1) I would want to turn off the 'world notification', as I have done with the others, so I am not disturbed while doing other things. I suspect I am not alone.

    2) Triggering or fighting the final boss requires many players to simultaneously stop whatever it is that they are doing to fight the jumbo world boss. If there aren't enough players willing to travel across Tamriel, nobody earns the jumbo loot boss. If that happens a couple of times, players will learn to ignore the 'world notifications', much like they ignore 'X world boss is up' or 'need two for quest X'

    This idea works in games designed around mass player objectives. ESO isn't those games.
  • Shadowasrial
    Shadowasrial
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    therift wrote: »
    This is the fifth thread I recall that posted this idea from that other game... is it Rift? WoW? I don't remember which.

    It's not a bad idea for those games, but I see two problems:

    1) I would want to turn off the 'world notification', as I have done with the others, so I am not disturbed while doing other things. I suspect I am not alone.

    2) Triggering or fighting the final boss requires many players to simultaneously stop whatever it is that they are doing to fight the jumbo world boss. If there aren't enough players willing to travel across Tamriel, nobody earns the jumbo loot boss. If that happens a couple of times, players will learn to ignore the 'world notifications', much like they ignore 'X world boss is up' or 'need two for quest X'

    This idea works in games designed around mass player objectives. ESO isn't those games.

    I should have made sure to clarify that if you failed you still get rewards but not the same amount or quality as the completion rewards. And yes the option to turn off notifications would be a good idea
  • Shadowasrial
    Shadowasrial
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    How is that going to fix the zone being a ghost town. You will just have someone from the guild hang out in ever zone. When the notice pops up, everyone will just port to that player and kill the boss, then go back to the zone they were in.

    I didn’t say it would fix the zone only that it would bring some life back to these zones in the form of worthwhile repeatable content.
  • Shadowasrial
    Shadowasrial
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    The main problem with older dlc zones is lack of any useful reasons to go back to them. Once you complete the zone find all the collectibles skyshards etc there is virtually no reason to return except to help someone who hasn’t. But adding these giant zone quests on random timers ensures that players return to the zone. Also it would promote working cohesively with other players to ensure you get the better reward chest.
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