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We got a small update about the endless dungeon

  • rpa
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    "Players will be able to fight dungeon bosses from across the Elder Scrolls Online universe in a procedurally generated format."
    We'll see. If it's linear string of rooms, many players (myself included) are likely to get stuck to some boss, but if it's branching where one can backtrack and try other route instead, it could be fun.
    Edited by rpa on July 16, 2023 12:53PM
  • _Zathras_
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    Accessibility is key for me.

    Difficulty tiers:
    • Delve
    • Public dungeon
    • Normal
    • Veteran
    • Veteran hardmode

    Otherwise, only the vet hardmode crowd will end up progressing further and further, and everyone else will forget it exists.

  • colossalvoids
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    Kinda worried about class sets not being tied to arenas like ability altering weapons were as we're running out of options to alter already. Also might mean some classes might get another unjustified nerfs based off some broken set that's gonna be reverted and skill just stay useless again before next pass as it was the thing every major update.

    But skepticism aside was waiting for class specific sets for awhile so hope it will be able to bring back some identity back from the grave and not being another nail into the coffin.
  • BasP
    BasP
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    _Zathras_ wrote: »
    Accessibility is key for me.

    Difficulty tiers:
    • Delve
    • Public dungeon
    • Normal
    • Veteran
    • Veteran hardmode

    Otherwise, only the vet hardmode crowd will end up progressing further and further, and everyone else will forget it exists.

    When I first heard of the Endless Dungeon I imagined that there would just be a 'Normal' and 'Veteran' option, and that the difficulty would be in between Vateshran Hollows and Blackrose Prison or something (comparing it to the existing arenas made sense to me). But now that you mention it, that might be a bit too difficult for some players.

    In any event, I'm curious as to what the difficulty will end up being like. If the class sets are actually good and usable in end-game PvE or PvP, I have a hard time believing that those sets will be added to something that's as difficult as a Delve though.
  • _Zathras_
    _Zathras_
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    BasP wrote: »
    _Zathras_ wrote: »
    Accessibility is key for me.

    Difficulty tiers:
    • Delve
    • Public dungeon
    • Normal
    • Veteran
    • Veteran hardmode

    Otherwise, only the vet hardmode crowd will end up progressing further and further, and everyone else will forget it exists.

    When I first heard of the Endless Dungeon I imagined that there would just be a 'Normal' and 'Veteran' option, and that the difficulty would be in between Vateshran Hollows and Blackrose Prison or something (comparing it to the existing arenas made sense to me). But now that you mention it, that might be a bit too difficult for some players.

    In any event, I'm curious as to what the difficulty will end up being like. If the class sets are actually good and usable in end-game PvE or PvP, I have a hard time believing that those sets will be added to something that's as difficult as a Delve though.

    But if it is only meant for the competitive "end-game" demographic, then that makes it more niche content that caters to a much smaller portion of their playerbase. Considering the DLC dungeons have progressively pushed out casual players over the last couple of years, having content that everyone can enjoy would be a step forward.

    Besides, good gear is already easily accessible to anyone using crafted sets, and mythics through antiquities. Locking class sets behind eye-bleeding content for a select few would be counter to their gaming philosophy. From Rich Lambert in this 2022 interview:
    The balance the team needs to strike is making sure ESO offers something for everyone, whether it's a solo Elder Scrolls fan looking for an alternative to yet another Skyrim playthrough or a hardened MMO fan diving deeper and deeper into endgame content. Lambert says there is plenty for the former, and for the latter there's everything from bosses that require multiple players to take them down, to four-player dungeons, to 'Trials' and raids that support up to 12 people.

    I think FFXIV did a great job with their Deep Dungeon design. I hope they used some of those ideas as inspiration. In particular: procedurally generated dungeons every time you enter, a ground-zero approach to entry level and gear, and that success can be achieved using more than brute force.

    I dearly hope they don't take a page from WoW's Mage Tower, as that is only aimed at the 1% of players.

    Ideally I'd like to see a difficulty selection when you click on the dungeon entry, giving options that accurately represents a much broader spectrum of ESO's players.

    Edited by _Zathras_ on July 16, 2023 3:43PM
  • Dagoth_Rac
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    It is still not clear to me if "procedurally generated" means "random". Like, will the 1st boss be the same for everybody? And the 10th boss? And the 1,000,000th boss? Will all bosses be roughly same difficulty and it is just a matter of learning the fight and the mechanics? Or will each boss hit harder and attack faster and take less damage?

    Could my 100th boss be a Lich with lots of adds and ranged attacks, while your 100th boss could be a giant flesh atronach with lots of snares who hits like a truck in melee range? If we get stuck, can we come back the next day and get a new procedurally generated boss? Or will everyone eventually reach a boss they simply can't beat and then you get tired of it and never go back to the endless dungeon?
  • propertyOfUndefined
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    Based in comments I heard, It sounds like they are bringing in bosses from existing dungeons, arenas, trials, etc. Those bosses will probably bring their one-shot mechanics with them, if they have any.
  • Soarora
    Soarora
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    Based in comments I heard, It sounds like they are bringing in bosses from existing dungeons, arenas, trials, etc. Those bosses will probably bring their one-shot mechanics with them, if they have any.

    Wonder how that would work with only 2 players though. 1 tank 1 dps? If it’s the version from Normal then could 2 dps dungeon bosses but I’m not sure about trials.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
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    • Dungeons: 30/30 HMs - 24/24 Tris
    • All Veterans completed!

      View my builds!
  • Ragnarok0130
    Ragnarok0130
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    _Zathras_ wrote: »
    But if it is only meant for the competitive "end-game" demographic, then that makes it more niche content that caters to a much smaller portion of their playerbase. Considering the DLC dungeons have progressively pushed out casual players over the last couple of years, having content that everyone can enjoy would be a step forward.

    DLC dungeons didn't push out casuals, they simply incorporated actual mechanics in their design and became more than "stand in one place and tank & spank". If someone doesn't want to pay attention to easily read boss telegraphs and not stand in the red AOE that's not the dungeon's problem that's a player issue. I am glad not everything is Fungal Grotto 1 difficulty.

    End game players already have end game content so I suspect this will be tuned for general consumption likely with tiered difficulty and allowing companions for a "solo" experience to please as wide as audience as possible due to the segment of the player base who seems to be militantly against grouping for any reason.

  • _Zathras_
    _Zathras_
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    _Zathras_ wrote: »
    But if it is only meant for the competitive "end-game" demographic, then that makes it more niche content that caters to a much smaller portion of their playerbase. Considering the DLC dungeons have progressively pushed out casual players over the last couple of years, having content that everyone can enjoy would be a step forward.

    DLC dungeons didn't push out casuals, they simply incorporated actual mechanics in their design and became more than "stand in one place and tank & spank". If someone doesn't want to pay attention to easily read boss telegraphs and not stand in the red AOE that's not the dungeon's problem that's a player issue. I am glad not everything is Fungal Grotto 1 difficulty.

    End game players already have end game content so I suspect this will be tuned for general consumption likely with tiered difficulty and allowing companions for a "solo" experience to please as wide as audience as possible due to the segment of the player base who seems to be militantly against grouping for any reason.

    It's great for the larger bulk of the population that Rich Lambert understands the value of accessibility, even though other players do not:
    That's a difficult one because difficulty is definitely subjective. We have millions of players that play The Elder Scrolls Online, and a large portion of them find the game hard and the Overland content challenging, especially as a new player when you don't have gold, all the gear, and Champion Points. Ultimately it comes down to, if we make the game harder, what are the incentives for players to play it at the harder level? That opens up a whole huge can of worms. I also look back and remember we had harder Overland content. We had Cadwell Silver, we had Cadwell Gold, and players really didn't like it. It was too hard for them, and when we did One Tamriel, we ripped all that out based on player feedback. Like, nobody did it.
  • ZOS_Icy
    ZOS_Icy
    mod
    Greetings,

    After further review we have decided to move this thread to a category we think is more appropriate for this topic.

    Thank you for your understanding.
    Staff Post
  • Soarora
    Soarora
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    _Zathras_ wrote: »
    _Zathras_ wrote: »
    But if it is only meant for the competitive "end-game" demographic, then that makes it more niche content that caters to a much smaller portion of their playerbase. Considering the DLC dungeons have progressively pushed out casual players over the last couple of years, having content that everyone can enjoy would be a step forward.

    DLC dungeons didn't push out casuals, they simply incorporated actual mechanics in their design and became more than "stand in one place and tank & spank". If someone doesn't want to pay attention to easily read boss telegraphs and not stand in the red AOE that's not the dungeon's problem that's a player issue. I am glad not everything is Fungal Grotto 1 difficulty.

    End game players already have end game content so I suspect this will be tuned for general consumption likely with tiered difficulty and allowing companions for a "solo" experience to please as wide as audience as possible due to the segment of the player base who seems to be militantly against grouping for any reason.

    It's great for the larger bulk of the population that Rich Lambert understands the value of accessibility, even though other players do not:
    That's a difficult one because difficulty is definitely subjective. We have millions of players that play The Elder Scrolls Online, and a large portion of them find the game hard and the Overland content challenging, especially as a new player when you don't have gold, all the gear, and Champion Points. Ultimately it comes down to, if we make the game harder, what are the incentives for players to play it at the harder level? That opens up a whole huge can of worms. I also look back and remember we had harder Overland content. We had Cadwell Silver, we had Cadwell Gold, and players really didn't like it. It was too hard for them, and when we did One Tamriel, we ripped all that out based on player feedback. Like, nobody did it.

    I remember back when I was scared of gryphons in Summerset… and I still liked DLC dungeons. Specifically Fang Lair… hence my profile photo :). I loved working through mechanics, especially when no one else in the pug knew them. Granted, I do not have the experience of a casual trying to do earthen root or scriviners hall.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 3/8 Tris
    • Dungeons: 30/30 HMs - 24/24 Tris
    • All Veterans completed!

      View my builds!
  • BasP
    BasP
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    _Zathras_ wrote: »
    _Zathras_ wrote: »
    But if it is only meant for the competitive "end-game" demographic, then that makes it more niche content that caters to a much smaller portion of their playerbase. Considering the DLC dungeons have progressively pushed out casual players over the last couple of years, having content that everyone can enjoy would be a step forward.

    DLC dungeons didn't push out casuals, they simply incorporated actual mechanics in their design and became more than "stand in one place and tank & spank". If someone doesn't want to pay attention to easily read boss telegraphs and not stand in the red AOE that's not the dungeon's problem that's a player issue. I am glad not everything is Fungal Grotto 1 difficulty.

    End game players already have end game content so I suspect this will be tuned for general consumption likely with tiered difficulty and allowing companions for a "solo" experience to please as wide as audience as possible due to the segment of the player base who seems to be militantly against grouping for any reason.

    It's great for the larger bulk of the population that Rich Lambert understands the value of accessibility, even though other players do not:
    That's a difficult one because difficulty is definitely subjective. We have millions of players that play The Elder Scrolls Online, and a large portion of them find the game hard and the Overland content challenging, especially as a new player when you don't have gold, all the gear, and Champion Points. Ultimately it comes down to, if we make the game harder, what are the incentives for players to play it at the harder level? That opens up a whole huge can of worms. I also look back and remember we had harder Overland content. We had Cadwell Silver, we had Cadwell Gold, and players really didn't like it. It was too hard for them, and when we did One Tamriel, we ripped all that out based on player feedback. Like, nobody did it.

    True, but then again, ZOS has also made Necrom's World Bosses a bit more difficult compared to earlier DLCs and introduced the Seekers and Bastion Nymics as Overland content, both of which are too difficult according to some players, so I wouldn't really be surprised if the same goes for the Endless Dungeon.

    That said, I do hope that it'll be a fun experience for all players and that it has multiple difficulty tiers. I also just remembered that the Ability Altering Weapons and most Trial sets have a Perfected and Non-Perfected version, which could also apply to the new Class Sets. So that renders my earlier point about me not thinking that they'd drop from something really easy moot, as the Perfected version could then drop from a higher difficulty tier.

    But who knows, we'll have to wait and see what it turns out like.
  • Lugaldu
    Lugaldu
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    I just hope that this dungeon doesn't have rare materials (I'll just say Glass Eye of Mora), leads or furnishing plans that can only be found there.
    I wish everyone a lot of fun with the endless dungeon, but for me it's just a hamster wheel, no matter if the space looks different every time or I'm attacked by different monsters.
  • Seraphayel
    Seraphayel
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    _Zathras_ wrote: »
    Accessibility is key for me.

    Difficulty tiers:
    • Delve
    • Public dungeon
    • Normal
    • Veteran
    • Veteran hardmode

    Otherwise, only the vet hardmode crowd will end up progressing further and further, and everyone else will forget it exists.

    Accessibility is key and the endless dungeon should be available for every type of player.

    However: rewards should be not.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • _Zathras_
    _Zathras_
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    Seraphayel wrote: »
    _Zathras_ wrote: »
    Accessibility is key for me.

    Difficulty tiers:
    • Delve
    • Public dungeon
    • Normal
    • Veteran
    • Veteran hardmode

    Otherwise, only the vet hardmode crowd will end up progressing further and further, and everyone else will forget it exists.

    Accessibility is key and the endless dungeon should be available for every type of player.

    However: rewards should be not.

    Are you suggesting that some people in the community deserve class sets, and others don't deserve them?

    Because if the endless dungeon is going to be accessible to people who can do easy, normal, hard and extra hard content, then everyone should get a reward who can complete their given tier of ability.
  • WrathOfInnos
    WrathOfInnos
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    _Zathras_ wrote: »
    Seraphayel wrote: »
    _Zathras_ wrote: »
    Accessibility is key for me.

    Difficulty tiers:
    • Delve
    • Public dungeon
    • Normal
    • Veteran
    • Veteran hardmode

    Otherwise, only the vet hardmode crowd will end up progressing further and further, and everyone else will forget it exists.

    Accessibility is key and the endless dungeon should be available for every type of player.

    However: rewards should be not.

    Are you suggesting that some people in the community deserve class sets, and others don't deserve them?

    Because if the endless dungeon is going to be accessible to people who can do easy, normal, hard and extra hard content, then everyone should get a reward who can complete their given tier of ability.

    That is a tough problem to solve. If the rewards are the same for normal and veteran then there is no incentive for anybody to do veteran. This is the problem we see with skilled players spamming into random normal dungeons and leaving the players suited for that content in the dust. Random dungeons would be more fun for everyone if vet rewarded the extra time and effort (with more transmutes at least, maybe more experience or better gear).

    On the other hand, if the rewards are crucial to certain builds and only drop from content that is too hard for most players that leaves many unable to progress. There must be stepping stones to improve, and the gap cannot be too large.

    In general I find that ESO strikes a nice balance with the perfected gear system. Every item can be obtained in easy mode, but if you increase the challenge there is a slightly better version available. The players looking to push the limits will put in the work for an extra 1-2% damage for example.
    Edited by WrathOfInnos on July 16, 2023 9:44PM
  • _Zathras_
    _Zathras_
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    _Zathras_ wrote: »
    Seraphayel wrote: »
    _Zathras_ wrote: »
    Accessibility is key for me.

    Difficulty tiers:
    • Delve
    • Public dungeon
    • Normal
    • Veteran
    • Veteran hardmode

    Otherwise, only the vet hardmode crowd will end up progressing further and further, and everyone else will forget it exists.

    Accessibility is key and the endless dungeon should be available for every type of player.

    However: rewards should be not.

    Are you suggesting that some people in the community deserve class sets, and others don't deserve them?

    Because if the endless dungeon is going to be accessible to people who can do easy, normal, hard and extra hard content, then everyone should get a reward who can complete their given tier of ability.

    That is a tough problem to solve. If the rewards are the same for normal and veteran then there is no incentive for anybody to do veteran. This is the problem we see with skilled players spamming into random normal dungeons and leaving the players suited for that content in the dust. Random dungeons would be more fun for everyone if vet rewarded the extra time and effort (with more transmutes at least, maybe more experience or better gear).

    On the other hand, if the rewards are crucial to certain builds and only drop from content that is too hard for most players that leaves many unable to progress. There must be stepping stones to improve, and the gap cannot be too large.

    In general I find that ESO strikes a nice balance with the perfected gear system. Every item can be obtained in easy mode, but if you increase the challenge there is a slightly better version available. The players looking to push the limits will put in the work for an extra 1-2% damage for example.

    I can agree with this.

    1-2% won't matter to someone running normal and below difficulties. But for someone who is number crunching and following a competitive meta, it can make a difference.

    I just hope they take a page from Yoshi, and not from Ion Hazzikostas on how they manage this dungeon.
  • Seraphayel
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    _Zathras_ wrote: »
    Seraphayel wrote: »
    _Zathras_ wrote: »
    Accessibility is key for me.

    Difficulty tiers:
    • Delve
    • Public dungeon
    • Normal
    • Veteran
    • Veteran hardmode

    Otherwise, only the vet hardmode crowd will end up progressing further and further, and everyone else will forget it exists.

    Accessibility is key and the endless dungeon should be available for every type of player.

    However: rewards should be not.

    Are you suggesting that some people in the community deserve class sets, and others don't deserve them?

    Because if the endless dungeon is going to be accessible to people who can do easy, normal, hard and extra hard content, then everyone should get a reward who can complete their given tier of ability.

    No, I am suggesting that rewards should be dependent on the difficulty you choose to play. Class sets should be a thing for everyone, but in the weakest version if you play the weakest difficulty. Accessibility doesn’t mean that everyone should get the same at all times when there are different levels of investment, time and effort involved.

    Something like Perfected BRP weapons could be done here for class sets. Or you hand them out in different qualities (while you cannot upgrade them via professions, obviously), e.g.:

    Green: easiest difficulty
    Blue: medium
    Epic: difficult
    Legendary: hard mode

    While I’m up for giving everyone class sets, there must be (remarkable) differences in quantity and quality (for all kinds of rewards, not only class sets).
    Edited by Seraphayel on July 17, 2023 12:29PM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Arunei
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    Dagoth_Rac wrote: »
    It is still not clear to me if "procedurally generated" means "random". Like, will the 1st boss be the same for everybody? And the 10th boss? And the 1,000,000th boss? Will all bosses be roughly same difficulty and it is just a matter of learning the fight and the mechanics? Or will each boss hit harder and attack faster and take less damage?

    Could my 100th boss be a Lich with lots of adds and ranged attacks, while your 100th boss could be a giant flesh atronach with lots of snares who hits like a truck in melee range? If we get stuck, can we come back the next day and get a new procedurally generated boss? Or will everyone eventually reach a boss they simply can't beat and then you get tired of it and never go back to the endless dungeon?
    My experience with procedurally generated games is mostly with Binding of Isaac, where the term applies to the layouts of each floor in terms of where rooms are, which rooms you get (each floor has a number of rooms that can be picked each run), and what enemies/items/bosses you can find. Generally floor progression is the same, except for floors where you can have alternate versions once you unlock them (Burning Basement instead of Basement, for example), or in cases where you do specific things to reach certain floors, or are given a choice between two floor. Also, certain floors will always have a specific boss.

    For example, every run will start out in Basement 1, and the boss of that floor can be one of several. However, there are a handful of floors later in the game where you will always face a specific boss. Going to The Chest will have you fight Blue Baby. I know these terms won't mean anything to you if you don't play the game, but essentially, it could be that yes, specific floors will always have a specific boss, or they might always be random, or they might always be the same but other things, like floor layout and any "items" or "power ups" that there might be are randomized, along with trash mobs.

    As for difficulty, I imagine that later floor bosses will be harder to beat, regardless of what boss they are. I would also think there would be some sort of game over, or ability to end whatever run you're on without having to wait to lose. It wouldn't be a very repeatable thing if people could only get so far and then that's it. I imagine it'll be like any other dungeon, where you can leave whenever and when you do it resets. And you can save your place in Maelstrom, right? I THINK that's a thing? I would think they'd have some ability to save your progress in an "endless" dungeon, because if it resets every time you have to leave, then what's the point of it being endless?
    Character List [RP and PvE]:
    Stands-Against-Death: Argonian Magplar Healer - Crafter
    Krisiel: Redguard Stamsorc DPS - Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
  • vsrs_au
    vsrs_au
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    BasP wrote: »
    For how many people is this endless dungeon? I vaguely remember something about a dungeon for a player and a buddy. So, for 2 people, a player and a companion?

    That's what I remember reading too. Hence I don't think that it will include mechanics that can't be done by companions, like stepping on plates you mentioned and stuff like that.
    I thought this could never be done? It was discussed before in this thread:
    https://forums.elderscrollsonline.com/en/discussion/573348/is-it-possible-to-tell-your-companion-to-move-to-a-specific-place
    and the conclusion was that you can't tell companions to move to a specific spot, e.g. a pressure plate they have to stand on.
    Edited by vsrs_au on July 17, 2023 4:18AM
    PC(Steam) / EU / play from Melbourne, Australia / avg ping 390
  • Ragnarok0130
    Ragnarok0130
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    _Zathras_ wrote: »
    _Zathras_ wrote: »
    But if it is only meant for the competitive "end-game" demographic, then that makes it more niche content that caters to a much smaller portion of their playerbase. Considering the DLC dungeons have progressively pushed out casual players over the last couple of years, having content that everyone can enjoy would be a step forward.

    DLC dungeons didn't push out casuals, they simply incorporated actual mechanics in their design and became more than "stand in one place and tank & spank". If someone doesn't want to pay attention to easily read boss telegraphs and not stand in the red AOE that's not the dungeon's problem that's a player issue. I am glad not everything is Fungal Grotto 1 difficulty.

    End game players already have end game content so I suspect this will be tuned for general consumption likely with tiered difficulty and allowing companions for a "solo" experience to please as wide as audience as possible due to the segment of the player base who seems to be militantly against grouping for any reason.

    It's great for the larger bulk of the population that Rich Lambert understands the value of accessibility, even though other players do not:
    That's a difficult one because difficulty is definitely subjective. We have millions of players that play The Elder Scrolls Online, and a large portion of them find the game hard and the Overland content challenging, especially as a new player when you don't have gold, all the gear, and Champion Points. Ultimately it comes down to, if we make the game harder, what are the incentives for players to play it at the harder level? That opens up a whole huge can of worms. I also look back and remember we had harder Overland content. We had Cadwell Silver, we had Cadwell Gold, and players really didn't like it. It was too hard for them, and when we did One Tamriel, we ripped all that out based on player feedback. Like, nobody did it.

    You're going to have to define "accessibility" because the community has several conflicting definitions for that term that range from "ease of entry" to the game basically playing itself "for reasons". ZoS has never once defined the term accessibility despite using it as a justification for unpopular changes several times but logic would dictate accessibility for ZoS as a for profit business as ease of entry but not ease of mastery. Since DLC dungeons are restricted to level 46-50+ they ought not to be easy enough for someone with no build to ROFLstomp like FG1 which is a training dungeon for brand new level 10 players to learn how to run dungeons. Honest question how is paying attention to and avoiding well telegraphed boss mechanics inaccessible for anyone?

    Also the quote from the article isn't talking about "accessibility" in terms that the forum does; it is talking about veteran overland which would be optional and hence accessible for the people with zero idea on how to play the game and would in turn be accessible for veteran players who know how to play the game and find little joy in one shotting things post One Tamriel. I
  • BasP
    BasP
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    vsrs_au wrote: »
    BasP wrote: »
    For how many people is this endless dungeon? I vaguely remember something about a dungeon for a player and a buddy. So, for 2 people, a player and a companion?

    That's what I remember reading too. Hence I don't think that it will include mechanics that can't be done by companions, like stepping on plates you mentioned and stuff like that.
    I thought this could never be done? It was discussed before in this thread:
    https://forums.elderscrollsonline.com/en/discussion/573348/is-it-possible-to-tell-your-companion-to-move-to-a-specific-place
    and the conclusion was that you can't tell companions to move to a specific spot, e.g. a pressure plate they have to stand on.

    I probably should have worded that differently. I meant that I don't think it will include stepping plates precisely because companions can't do them. My apologies for the misunderstanding.
  • vsrs_au
    vsrs_au
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    BasP wrote: »
    vsrs_au wrote: »
    BasP wrote: »
    For how many people is this endless dungeon? I vaguely remember something about a dungeon for a player and a buddy. So, for 2 people, a player and a companion?

    That's what I remember reading too. Hence I don't think that it will include mechanics that can't be done by companions, like stepping on plates you mentioned and stuff like that.
    I thought this could never be done? It was discussed before in this thread:
    https://forums.elderscrollsonline.com/en/discussion/573348/is-it-possible-to-tell-your-companion-to-move-to-a-specific-place
    and the conclusion was that you can't tell companions to move to a specific spot, e.g. a pressure plate they have to stand on.

    I probably should have worded that differently. I meant that I don't think it will include stepping plates precisely because companions can't do them. My apologies for the misunderstanding.
    No apologies needed. Text can always be misinterpreted, and any of us can write something that turns out to be unclear, I've done it heaps of times myself. :) Thanks for the clarification.
    PC(Steam) / EU / play from Melbourne, Australia / avg ping 390
  • FeedbackOnly
    FeedbackOnly
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    SeaGtGruff wrote: »
    I'm still not really interested in an endless dungeon as an activity to do but I am interested to see what the class specific sets are like.

    I'm definitely on the fence about it.

    If it's fun yet challenging rather than frustrating and chorrendous, I'll engage with it at least occasionally, possibly frequently.

    But if it's a painful slog, I'll be far less likely to engage with it regardless of how tempting the rewards happen to be.

    Hope it's just not a dps burn activity
  • tincanman
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    I'd expect it to ramp up in difficulty from overland to impossible at each individual stage. Provided the difficulty changes are gradual rather than large abrupt steps then I'd think that would work out ok.

    That way it'd be open to players of any skill level with, obviously, damage dealing demi-gods progressing furthest in terms of stages passed. The sets would hopefully drop randomly and curated at the end of each stage passed like current arenas so anyone/everyone would have access to all available sets, the difference being the aforementioned demi-gods would be able to get them all in a single run while lesser mortals would need to re-run it several times. It would be a huge disappointment if any of the proposed sets were gated behind hard dps checks.
  • Shepoffire
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    _Zathras_ wrote: »
    Seraphayel wrote: »
    _Zathras_ wrote: »
    Accessibility is key for me.

    Difficulty tiers:
    • Delve
    • Public dungeon
    • Normal
    • Veteran
    • Veteran hardmode

    Otherwise, only the vet hardmode crowd will end up progressing further and further, and everyone else will forget it exists.

    Accessibility is key and the endless dungeon should be available for every type of player.

    However: rewards should be not.

    Are you suggesting that some people in the community deserve class sets, and others don't deserve them?

    Because if the endless dungeon is going to be accessible to people who can do easy, normal, hard and extra hard content, then everyone should get a reward who can complete their given tier of ability.

    Then if you want the gear you should probably see what it takes to get it. If not then I guess ya don't get the gear lol
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