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Battle Dungeons - New Group v Group, PvE Instances

Phantax
Phantax
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OK, here's my suggestion... Battle Dungeons ! (come up with a cooler name if you want)
Basically 'Group v Group' Dungeons, sort of a cross between Trials, Dungeons and PvP.
As with a standard dungeon you have a team of 4 only this time you are fighting against NPC Mobs AND racing against another 4 man team !
Get your group together, enter the Dungeon and wait for an opposing team (this can be a random team, a group of friends or others from your guild.

The mechanics of Battle Dungeons -

Once two teams are ready they are randomly put at one of two starting points. The first part is a straight race to the first junction, all you gotta do is kill some bobs and some elite mobs and get to the first switch/lever (no cheating here, the lever wont activate if you haven't killed all the mobs in your tunnel) The first team to reach the lever gets the main route, the losing team is forced to take a secondary (longer) route. As first team your route will be shorter, your boss will be harder, BUT you will get better loot/rewards for killing it. The second team gets a slightly easier boss and less mobs so this should even things up a little.
Now its race on again, kill your boss and mobs and get to the stage exit (another lever opening the way to Stage 2
varh32j2fm98.png


Stage 2 takes place over a deep chasm, players cross a bridge or stone walkway.
Stage 2 is also different in as much as you can see the opposing team. You can't interact or affect them but you will know if they are ahead or behind your team.
Plenty of mobs and some random traps lie between you and the level Boss.
BOTH teams face the same number of mobs, mob type and same Boss as to make things even (assuming both teams reached that stage at the same time)
The first team to kill its boss will also activate a previously locked door that leads to a loot chamber. (Remember though that taking this will take time and you may lose the lead !) Do you risk it ????
43c1ya1lvvrx.png


Stage 3. This is where the smelly stuff hits the fan. This stage is split into 3 smaller zones, accessed by doors/levers (similar to stage 1) The first stage is the same for each team, same boss type and number od mobs. The difference here is that the first team to reach the doors can choose either door A or door B. Whichever door they choose the other team is forced to take the other route (and don't think about cheating the doors won't open till all your mobs and boss are dead, so no point trying to sneak past)(no exploiters in my dungeons)
The other interesting point about Stage 3 is player activated traps ! Each mini zone has a few traps placed around it, pulling the trap lever on your side activates the traps for the opposing team and locks yours off in that section (sneaky right)
As this is the final stage (other dungeons could have a fourth or even fifth stage) its a lot bigger. You will face many more mobs and multiple bosses. Some of the bosses will again have loot chambers leaving you with the dilemma of taking the loot or getting to the finish first !

#After getting past the first boss, all remaining bosses will be random. (same bosses, but in different places. This will stop teams who have run the dungeon before from racing to their 'favourite' boss, giving both teams equal/random chance and challenge#
lzy9i2yof76o.png
The winning team is the team that kills the last boss and speaks to their NPC who will be waiting near the exit (he doesn't talk to cheats or exploiters)
The team that wins will get a greater amount of reward (more xp and more gold)

Players who are lucky enough to be in a winning team in each Battle Dungeon will get a title (insert cool title name here)

As I did with my re-vamp of anchors, everything needed to make this possible is 'already' in the game. Hence cutting down massively on the amount of programming needed to make the Battle Dungeons.

These BDs could be made end-game only, or level specific using the new 'scaling' we are getting. Also there is no reason not to have VR versions with much harder mobs/bosses ! (additionally there is no reason why they have to be 4 man only, bigger groups could also be used)

Well there you have it... Group v Group dungeons, simple yet effective !

:smiling_imp:

Edited by Phantax on June 28, 2014 7:48AM
High Elf Sorcerer VR12 - Destro / Resto Staff
I'm a werewolf. If you vamps don't like it.... Bite me !
We're not retreating... we're advancing in a different direction !
  • Phantax
    Phantax
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    Well I guess I was the only one who thought it was a good idea...rofl

    :(
    High Elf Sorcerer VR12 - Destro / Resto Staff
    I'm a werewolf. If you vamps don't like it.... Bite me !
    We're not retreating... we're advancing in a different direction !
  • Cogo
    Cogo
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    Normally I am very against any type of "battleground" since that type isnt the PvP in ESO. And once it starts, PvPers will start demand PvP gear, scoreboards, mounts, you name it. NO

    However.

    I love your idea. It needs to be designed so the reward equals other rewards and don't become a "farming" dungeon.

    It also needs some kind och mechanism, to not abuse it, kill boss one...over and over. Maybe a timer, per week?

    Rewards as title, achievement, unique gear, balanced BUT maybe ONLY get from a success here?

    This is a VERY good high end suggestion. You should Feedback it.
    If they like it, it will take time however to build the dungeon, create mobs, bosses, mechanics, as you suggested.

    I think this type will make an exellent add to do for high end players. I am not against making it hard as well, so it is some sort of "elite" team encounter.
    I do not think all encounters should be elite, but one or two, should be something, only very dedicated and skilled teams would master.

    It gives the rest of us something to aim for!

    ZENIMAX! Look over here!
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

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  • Phantax
    Phantax
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    Cogo wrote: »
    This is a VERY good high end suggestion. You should Feedback it.
    If they like it, it will take time however to build the dungeon, create mobs, bosses, mechanics, as you suggested.

    ZENIMAX! Look over here!

    Hopefully It shouldn't take too long though. Whenever I try to do something like this I like (where possible) to use things/mechanics that are already developed and in-game. In this case stuff like lever operated doors, traps, phasing/instancing are all already present.

    The other thing about this idea is that although you are actually facing against another group of players there is no actual PvP (apart from the race) therefor it automatically removes all of the class balance requirements that come from PvP.
    Edited by Phantax on June 28, 2014 12:51PM
    High Elf Sorcerer VR12 - Destro / Resto Staff
    I'm a werewolf. If you vamps don't like it.... Bite me !
    We're not retreating... we're advancing in a different direction !
  • Phantax
    Phantax
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    Ok, been thinking about that 2nd stage...

    Instead of just having it as a straight race it would be very possible to add something sneaky. Where the narrow middle section is just change that to a Drawbridge (or collapsible structure) First team to cross activates their lever and forces the other team to drop/jump down into a lower level.
    For this version I've simply used a cave/tunnel system for the lower level (it could quite easily be lava or water (whatever fits the theme for that dungeon)
    The slower team are forced to drop down, negotiate the lower section and work their way to stairs leading them back to the upper level.
    The team who run the lower level would face the same number of mobs that they would above, meaning all they would lose is time, not possible loot !

    #A simple closed door or blocked entrance would prevent the team from going back and killing the upper mobs. The same in place to stop the upper team from going down to their sides lower level. This would stop any exploiting of additional loot#
    tb4mlycc5bgl.png

    Of course this doesn't have to be the 2nd stage. Could be used as an additional stage later, or something in a different Battle Dungeon.

    :smiling_imp:
    High Elf Sorcerer VR12 - Destro / Resto Staff
    I'm a werewolf. If you vamps don't like it.... Bite me !
    We're not retreating... we're advancing in a different direction !
  • crislevin
    crislevin
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    i appreciate your work, and it could be implemented eventually. I guess my feeling now is their limited resources should be better spend elsewhere at this time.
  • temjiu
    temjiu
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    I like the idea. IMO it's part of a much larger redesign they need to do on the VR levels to make them viable and interesting for people to actually want to play.

    This fits into my paradigm of "many paths, one destination" idea. instead of funneling people into solo grind - group play - group trials, they should offer a variety of options at end game for people who want to solo, or craft, or run group content. rewards (that currently suck but they are working on them) need to scale to match. tougher group content needs to have rewards worth dealing with groups and organization. crafting challenges need to have...well, crafting rewards.

    solo content needs to have things to do daily that are new and interesting. I've put them to paper in a few threads, so i won't re-iterate, but this would fit nicely into the "group" aspect, be interesting, and also pull interest from a mild PvP perspective....as long as this is only ONE of the many options available. End game in this game seems to want to shoehorn people into a specific playstyle, and honestly if this was the only option available I wouldn't play the game.

    But I love the idea as an alternative. it's one of many things they need to add to endgame to keep it viable and interesting.
  • drogon1
    drogon1
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    I vote Yes.
  • Phantax
    Phantax
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    OK, been doing a little more on this idea. Guess I'm just enjoying relaxing from work and letting my imagination run free...lol

    Anyway, here's a 'themed' Battle Dungeon (first few levels anyway). Just think of a Castle or Fort..

    Stage 1 - Courtyard
    Standard 'race' format. Both groups work their way through the courtyard until they reach the stairs to the ramparts. First team their gets to activate the lever starting the other teams traps (turning of their own)

    # And as usual lever wont activate until ALL mobs are dead, so no trying to cheat and race past them ! #

    Both teams continue around the ramparts until they face off against the level boss. First team to kill there boss gets access to the second lever. The team who activates this first opens their door to the next level, the other team is forced to run back (eventually drop down) to the lower courtyard where they can access a previously locked door (their entrance to stage 2)

    xlgsvrpwvszi.png

    Stage 2 - Upper - Overview
    The team winning stage 1 gets to do the upper level of stage 2. (assuming they want to, allowing them to look down at team 2)
    Stage opens out with a simple left/right decision, no real difference other than offering a choice.
    Near the start of the level are levers to turn on the other teams traps. Unlike stage one this does not turn your own traps off. It does however mean that a quick team may be able to bypass the first set of traps before the other team activates them.
    This team will fight its way across the bridge/rampart sections till they reach the first boss. After killing the boss the team will have another left/right choice, this time lever activated so whichever way you choose, you can't go back.
    #This only really affects which bonus loot room you have access to. Like other loot rooms deciding to take it will cost you more time and maybe lose you the lead#
    From this point on its game-on, just clear the mobs, avoid the traps and get to the end of stage boss. Once the boss is dead you can exit the stage !

    u9ali2haw3s6.png

    Stage 2 - Lower - Dungeons
    The team that came second in stage 1 gets to run the lower(dungeon) level for stage 2.
    No initial choice in direction like the upper level had. Just work your way through the dungeon, killing mobs, avoiding traps and get to the first boss.
    (You can activate the other teams traps if you want, "hell I would...lol")
    After you kill the Boss you get to choose a route, as with the upper level this just decides which loot room you get.
    Go for the loot if you want, if not, just head for the end of level boss !

    0cztp336roy7.png

    (That's it for now - I'll update this post later today, when I've finished Stage 3)

    Please feel free to comment, feedback or flame...lol

    Thanks
    High Elf Sorcerer VR12 - Destro / Resto Staff
    I'm a werewolf. If you vamps don't like it.... Bite me !
    We're not retreating... we're advancing in a different direction !
  • wrlifeboil
    wrlifeboil
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    Hahahahahahah.
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