End Game Content

Salkand
Salkand
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Did not make this one a poll. It is not an idea, but a discussion on the need for greater "end game" content.
In an online game, there should be NO end-game content. Molag Bal is defeated, for now, however he is not gone and there are many other daedric princes to threaten.

The game NEEDS to continue to add additional main quest lines, major and minor side quest lines, and major LIVE events in order to keep their Max level players content.

No one will grind forever, and no one wants to PVP for all eternity. Considering that PVP in ESO is mostly done behind the safety net of a giant mob, I would predict that its PVP life will be shorter than other MMOs (However this is not a threat trying to fix that).
We NEED more group dungeons, more trials designed for Vet. We need records for lowest lever group (Based on average) to do a trial.
Furthermore, I would take this time to suggest raid dungeons of various levels. Imagine this:

A lv1 raid dungeon would be designed for a minimum of 8 people (2 full groups). However, this can not be just another dungeon where its difficulty allows you more people. It has to be done creatively, where at certain points of the dungeon, the group may have to split it and take different paths in order to complete the dungeon. It is possible that maybe in certain dungeons that they never met back up, but still have to coordinate things in order to progress. Its also possible that they do met back up, and have to split up again (So you constantly have to consider how to reform groups).
Then Imagine a lv2 raid dungeon, where you need 12 people. This will continue until you have a full raid dungeon with 24 people. 24 people who may all have to split up, multiple times into many different groups. This means that based on what routes you take, the bosses/fights/requirements may be different.

We need stronger world bosses. We need world bosses that also require greater groups. I said jokingly last night in zone chat that we needed a world boss "edward the fluffy bunny" who was so OP that it would take MULTIPLE full raids in order to fight and kill him. Now, excluding the bunny part. Imagine at the spur of the moment having to fight some ancient daedra that has appeared in the rift? Imagine if, let us say you fail to kill him in a certain time, the map for the rift is reset to show massive destruction/death, and the daedra moves to the next area. The penalty for not killing this daedra could be the temporary destruction of areas. However, even this could be used to introduce new quest that can only be obtained during this state of destruction.

Just my thoughts, please discuss.
  • PBpsy
    PBpsy
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    Hm . Interesting say that the game should not have end game content then start listing what most consider end game content.
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  • Lord Xanhorn
    Lord Xanhorn
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    Good concepts. I also think they should think outside the box when it comes to raids and dungeons. I also think it would be great if they made a multi level dungeon where there was no map and several interconnected ways you can go so you really feel like you are exploring and finding new things. This was one of the greatest things about Morrowind. The maps where useless and you could just go exploring.
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  • MrGhosty
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    I'm not a fan of a bunch of raid dungeons, the logistics of getting enough reliable people together gives me headache just thinking about it. No issue with some additional content being that as I know there are people who live for that sort of thing.

    What I would like to see is the ability to return to our own faction zone after have the other two faction zones reworked post vet to reflect what we've accomplished.

    It would go like this, you leave the Aldmeri Dominion to venture into either Daggerfall Covenant or Ebonheart Pact territory, due to your actions it doesn't matter who you fought for as in the end you stepped up for all of the Tamriel. Some quests could be the same but there should be a new main quest line that reflects the actions in the original main quest.

    This makes replaying the same zones far more palatable and you feel that what you have accomplished was actually an accomplishment. After you have gone through the other two zones you get to return to your original faction for a new main questline and some additional side quests that reflect your status as the savior.

    Even if this final quest line jumped around the zones a bit (i.e. not the same length as the original quest lines) it would make the end content far more engaging. This wouldn't mean that all three factions suddenly started getting along thus rendering the the PvP element story moot or incongruous. All of the faction did not receive a pass, only you (by you I mean all of us saviors).

    In addition to this content, there could be actually useful and significant rewards as you level beyond the value of 1-50 rewards far too quickly for them to matter. These rewards could be unique weapons similar to the reward for the end of the main questline that have unique models. It would be nice to see them all be viable for different builds that over the course of these quests you can find your one true weapon. When I say unique I also mean in their affects, similar to the master weapons (think chillrend or some of the other named relics) This should also apply to armor with quest rewards having a choice of light, medium, or heavy variants which grants further customization and also makes the gear useful for all play styles.

    I have long felt that the 1-50 progression is really just your "tutorial" to get a handle on your class, the combat, and how the world works. With vet levels taking longer, you spend more time in one zone and begin to really experience the world so it would be nice if your time there was more meaningful.
    Edited by MrGhosty on January 19, 2015 7:44PM
    "It is a time of strife and unrest. Armies of revenants and dark spirits manifest in every corner of Tamriel. Winters grow colder and crops fail. Mystics are plagued by nightmares and portents of doom."
  • Darkrogue671
    Darkrogue671
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    It would be nice on every major update, a major change happens to one of the vet maps (Cadwell Silver or Gold depending which one your on). I'm talking something along the lines of what the OP stated. Imagine for a moment, you get a messenger who brings you a letter saying that Nimalten in Riften is under attack and you are called to come help. You get there are all hell is breaking lose, and you find out that a Daedric Prince (Malacath, Mehrunes Dagon, Boethiah, etc.) has destroyed the town and a portal is there. Let's say you got to close the portal (which will be a scaled level dungeon, for those higher than the tier), and make it massive and unique.

    On the next update after that, the survivors of the town have started either rebuilding or moved to a different location provided you completed the quest. Not at that level yet? Not to worry, it will be waiting for you when you get there. Want more challenge? Make it a group dungeon. That will help with replay because you may complete it but if someone picks up the quest and needs help, you'll be able to replay it.

    I suggest this because TESO's Tamriel really needs more fluid change. The player of today doesn't need to be concerned with the quests of yesterday, only the quests that are today.

    The biggest issue I would see are those that currently have quests in that specific area and the phasing issues that would ensue, and phasing is sometimes an issue as it is.

    I'm just throwing suggestions out there, but they've got an infinite source in the planes of Oblivion and the use of portals, so, they can always add more content to the game. It just needs to be big (perhaps tiered?) and relevant to the player's level. I don't need voice audio for the quest - I just need the quest.
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