Update 41 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts

Create your own dungeon.

MindOfTheSwarm
MindOfTheSwarm
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Like housing. You design a layout using a simple tool, skin it using a theme such as a castle or cave, then you populate it with enemies and bosses that you train to become tougher. Players get rewards in the form of coffers.
Edited by ZOS_Volpe on January 10, 2024 9:35PM
  • TheMessengerOfDeath
    It would be awesome for some people who have a lot of creativity.
  • sharquez
    sharquez
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    This is sincerely my dream. I loved making dungeons/gauntlets/mazes in minecraft and made several mods for oblivion back in the day with cool dungeons. Would love nothing more
    At least 3 of each class. PVPing Since IC.
  • Syldras
    Syldras
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    sharquez wrote: »
    This is sincerely my dream. I loved making dungeons/gauntlets/mazes in minecraft and made several mods for oblivion back in the day with cool dungeons. Would love nothing more

    Have you ever played Dungeon Keeper 1 or 2? You might like it (although I'm not sure if it's still running on modern systems).
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
  • sharquez
    sharquez
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    Did not but I heard of it, Really the joy comes from the schadenfreude/pride of watching my players fail/pass the dungeon, along with the building too of course.
    At least 3 of each class. PVPing Since IC.
  • Kendaric
    Kendaric
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    Like housing. You design a layout using a simple tool, skin it using a theme such as a castle or cave, then you populate it with enemies and bosses that you train to become tougher. Players get rewards in the form of coffers.

    EQ2 has (or had) a system like that. It was pretty fun to play around with it and collect the various enemy types to populate your dungeon with. SWG also had a similar system, but for creating overland quests (not sure whether it extended to interiors or not).
      PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!. Outfit slots not being accountwide is ridiculous given their price. PC EU/PC NA roleplayer and solo PvE quester
    • TheMessengerOfDeath
    • ZOS_Volpe
      ZOS_Volpe
      admin
      Hello,

      We went ahead and moved this thread to a category we think is more suitable for this topic, Dungeons, Trials & Arenas.

      Thank you for your understanding.
      The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
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      Staff Post
    • Braggar
      Braggar
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      Like housing. You design a layout using a simple tool, skin it using a theme such as a castle or cave, then you populate it with enemies and bosses that you train to become tougher. Players get rewards in the form of coffers.

      wkfaodzpmhot.gif

      MAN I love that idea!!!!

    • XSTRONG
      XSTRONG
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      This would be crazy fun!

      Create your own dungeon then maybe list it in the Group Finder for players to play it.

      Maybe even list your own rewards for players when they complete it.

      Example: X dungeon first 10 to complete get 1 Gold each.

      There are alot of great housing people in this game so im pretty sure many of them would do some great things.
    • reazea
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      Isn't the endless archive already a cut and paste of a bunch of different stuff from all around ESO already? ZOS already implemented this idea I think.
    • Dagoth_Rac
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      Players would just make them super easy and farm them solo for coffers. Imagine if parsing on training dummies gave you rewards.

      These kinds of sandboxes are fine for solo games. But In multiplayer games with lots of competition, both direct (PvP) and via PvE leaderboards, you don't want to give players too much of a rewarding sandbox. In a game that is seriously dependent on "network effects", you also don't want to give players too much reason to abandon the game world and stay in their own little private dungeons all day.

      Maybe if they were like training dummies, with absolutely zero rewards, and just for practice?

      One thing I would like to see in a somewhat similar vein is to provide a dungeon creation tool, players can submit dungeon designs to PTS, other players can peer review and critique. Finally, the best rated player PTS dungeons get sent to ZOS for final review, and then released as live game content.

      So, a way to get more dungeon content added to game, and likely some very creative dungeons, but only the most balanced and well-designed dungeons. And specifically designed for the entire player base, not just self-indulgent individual content with rewards.
    • MindOfTheSwarm
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      Dagoth_Rac wrote: »
      Players would just make them super easy and farm them solo for coffers. Imagine if parsing on training dummies gave you rewards.

      These kinds of sandboxes are fine for solo games. But In multiplayer games with lots of competition, both direct (PvP) and via PvE leaderboards, you don't want to give players too much of a rewarding sandbox. In a game that is seriously dependent on "network effects", you also don't want to give players too much reason to abandon the game world and stay in their own little private dungeons all day.

      Maybe if they were like training dummies, with absolutely zero rewards, and just for practice?

      One thing I would like to see in a somewhat similar vein is to provide a dungeon creation tool, players can submit dungeon designs to PTS, other players can peer review and critique. Finally, the best rated player PTS dungeons get sent to ZOS for final review, and then released as live game content.

      So, a way to get more dungeon content added to game, and likely some very creative dungeons, but only the most balanced and well-designed dungeons. And specifically designed for the entire player base, not just self-indulgent individual content with rewards.

      You wouldn’t choose rewards. And rewards would be directly linked to the difficulty. Harder enemies would equate to better rewards. Or none at all. Just for fun.
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