Maintenance for the week of December 8:
• [COMPLETE] ESO Store and Account System for maintenance – December 10, 9:00AM EST (14:00 UTC) - 12:00PM EST (17:00 UTC)

Training Room Idea

Saccopharynx
Saccopharynx
✭✭✭
I was talking to some guildies about how annoying it feels sometimes to complete quests with things like "stopping/clearing an area of zombies" but then the in-game world doesn't reflect it. You've saved the town from vampires and ended their curse, but the bloodfiends hanging around outside never go away. The zombies never go away. The -insert thing that should be gone due to the quest's finishing lore- is still there.

The general argument I heard for this was "well people like to farm these packs of zombies and vampires to level their characters". Which, yes, true, I also do that so I can see that logic. But! From a gameplay standpoint, it makes no sense at all and drives me crazy.

So the idea we came up with was, what if there was some sort of "training ground" that was exclusively for that? Maybe its like a small instance you and friends can group up to enter, and its just groups or waves of enemies to kill but without major difficulties (I'm talking Alik'r desert zombies level of difficulty). The ONLY point would be to let people hang around for hours and power level their new characters, so it isn't connected to any sort of rewards or anything, it wouldn't have a rank climbing system, none of that. This would not be a "let's level in BRP or IA" situation, it should stay simple and easy to drag in brand new untouched characters to level, not go in trying to complete slowly harder content or whatever. We have that already. Also! You could still farm material drops from these enemies since I also know some people use these packs of vampires/zombies/etc for things like that, too.

It would let people still get the benefit of character training, but remove the in-game packs of creatures that just shouldn't be there realistically anymore. It just feels like doing quests to save a town is pointless if the town is always on fire and full of monsters after the quest ends.

Honestly, this also could be a great way to train on new skill lines and weapons, too. Maybe classes could get a training room quest to get to know what the class can offer. Idk. There's ways this could be expanded I'm positive.
Xbox NA 10am-2am EST/EDT - Find me In-Game @MissAethe
Guildmaster - Nox Tyrannis - A Late Night 21+ PVE/Social Guild

Dragonknight Spite Healer Extraordinaire
  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    most of the base game zones do have some sort of "phasing" in place that does change depending on your quest progress/choices

    the orchard area in coldharbour depending on your choices the vampires could become nonhostile (yellow outline) or stay hostile (red outline) depending on how you complete the quest

    theres a bunch more examples, but i only really know of them doing this phasing in the base game zones, i dont think theres much in the way of the dlc zones that incorporated this phasing mechanic

    also the problem with driving everyone to one specific place for mass murdering of NPCs means that there will then be competition over who is killing everything (already see this in high traffic areas like spellscar in craglorn)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • kargen27
    kargen27
    ✭✭✭✭✭
    ✭✭✭✭✭
    Main problem with this idea is we need more reasons to enter base zones not less. The world needs to look populated and a private instance to kill things just to level takes away from that.
    and then the parrot said, "must be the water mines green too."
Sign In or Register to comment.