@GaldorP started a thread about open combat areas for grouping.
http://forums.elderscrollsonline.com/en/discussion/260366/would-you-like-to-see-public-dungeons-for-groups-added-to-the-game#latest
Hence this thread.
I was originally going to keep this concept as a leaving present for everyone here and ZOS.
I have been sitting on it for quite some time, waiting to see how things panned out.
But as it seems to be a topic of interest anyway, why not.
I call the concept, 'Paths of Destiny'.
We know there is an onging fight between group players and solo players on a never ending power struggle.
The same applies between small group and large group play, especially in PvP.
There is also the hardcore players that want to take on impossible odds, even if its unviable.
Last but not least, we have adventurer vs grinder wars who are always stamping on each others toes and getting in each others faces.
So how do you keep everyone happy and catered for ?
Can we create a framework that gives everyone a home ?
'Current Zone Concept'
Currently there is a single solo player path that works his way through a zone while completing the main quest.
Often leading to side quests within significant areas.
On this journey we wil come across delves and soloable world bosses.
That content may or may not be getting harder while levelling from one end to the other.
This is a dream for the ES playerbase that feels at home in this very environment.
Then we have the dynamic grouping content, where peole can hook up on the fly.
This cant be on the main path as it would be too hard to solo and traverse for some.
So off the path we have public dungeons, dolmens and group world bosses (thanks ZOS) a la craglorn style.
This is a harmonic and natural way for players to group up and learn how to play as a team.
It is a fundamental stepping stone to group play for those single player ES vets who are alien to MMOs.
Arguable in fact, it is all thats actually needed for group play and role play.
Then we have the static group instance content for small groups in the guise of Group Dungeons.
Plus the static group instance for large groups in the form of Trials.
These two are also tucked away, well off the beaten path, as well as being instanced.
The fact they are instanced is a boon, as sometimes too many players can overpower dynamic group content.
It lets ZOS finely tune the combat against a finite group size for the ultimate experience of parity as group vies with NPCs and environment.
Alas even here, some players find the optimised combat too hard, or too easy and required normal or vet versions.
So this kind of proves.. even instances can never be tuned to suit all tastes.
'Paths of Destiny zone concept'https://ln.sync.com/dl/212950e00#7zqpg8kq-xabas325-9bve2abk-8eifg8b6
This link is for a pdf document you can open or save.
Its a Diagram to convey the basic concept of the zones framework or components.
Rules.
1. There should be 3 interwoven paths of destiny to suit the 3 playstyles currently endorsed by ZOS (Solo, 4-man and 12-man)
2. The shortest path to get from A-B (through the front door) should be met with the hardest challenges.
3. Weaving in and out of the direct path to avoid the worst dangers (taking the long way round) should be the solo and 4 man content.
4. The solo and 4 man content paths of destiny should also cross at nodes.
5. Going off the edge of the map should result in extreme hostility...because...'here be monsters' (ie grinders can do there thing away from everyone else).
6. Where paths cross should be where content difficulty increases and more people are likely to meet up in game (ie solo + 4-man help each other out or 4-man + 12-man).
7. Those crossing nodes should have varying level above (dynamic PvE) and below ground (instance PvE) so Arena/battlegorund style PvP can also take place and allow 1v1 4v4 12v12 instances.
Basically the idea is to keep the same groups together and give them a place to exist.
At the same time there is some cross over of the playstyles so that we can experience and dip our toes in the water before committing.
PvP isnt rife within the zone like an opt in or open world system, but eg 4 man groups will be in the right place to choose if they want to enter 4v4 or 4vPvE instances.
Much like dynamic group content upgrades solo players to group play,
The 1-man/4man 4-man/12-man nodes should also be areas for groups to progress and evolve further with harder content and as larger teams.
As such they should be 4-man dymanic and 12-man dynamic content that act as a feeder/taster for the hardest of all content.
Not hard in the sense of being OP, but requiring 0 mistakes and unique abilities, while working as a unit in harmony.
This ensures 12 DPS will get you killed and not a new speed record.
This should make tanks, healers, DPS and indeed hybrids a requirement to complete the toughest 12 man content.
Rewards should scale with difficulty but ....no sets should be gated....only the quality of the sets should vary.
Anyway. This was just my way of saying thanks for the past 2 years or more.
I wish you much success in the future and hope the game truly reaches the epitome among the annals of game history.