Maintenance for the week of November 18:
• PC/Mac: No maintenance – November 18
• ESO Store and Account System for maintenance – November 19, 9:00AM EST (14:00 UTC) - 6:00PM EST (23:00 UTC)
• PlayStation®: EU megaserver for maintenance – November 19, 23:00 UTC (6:00PM EST) - November 20, 17:00 UTC (12:00PM EST)
https://forums.elderscrollsonline.com/en/discussion/668861
Player friendly replacement for trials
Ive already given you a more advanced and player friendly model for dungeons with the radial design and now i will give you an advanced system to replace trials
Nothing that i give you doesnt already exist in eso is some basic form or is not possible with eso level technology.
The raid or trial is an outdated concept from as far back as everquest. Its limitations are many and its benifits are few. The very design of it promotes an exclusivity that creates negativity for the rest of the game because the culture of it has loud voices that end up compromising additional system toward its very specific playstyle and over -needy endless demands on developers which is an impossible task as any change will potentially upset the entire system.
the Warfront:
my initial example uses a basic pve /non contact rvr variant of the existing imperial city which creates a three prong attack on molag bal's forces. Whichever faction gets to molag bal first locks the others out and gets the rewards for winning the campaign.
These campaigns are designed for 100 players per side or 300 players per instance ( more if its possible). Like the cyrodiil campaigns they have a start and a conclusion with rewards going to the victorious side and second and third place for the effort.
the map will be modified to include a number of siege-able gates and monster generators. Monster generators are not new to eso but are used sparsely like wasps or that fire thing in vvardenfell, portals in some dungeons. We will make extensive use of them from now on out.
so the three areas of imperial city will be cut off for each other in this example as its a pve warfront with rvr competition element. Each of the three areas will have a number of new gates added and monster generators set up which players will have to work through. As they defeat the gates and monster generators they can advance through each of the areas toward the center of the city both on top and underground simultaneously ( to split up/allow more players per instance).
The gate system will work on a system of up/down. That is teams underground have to do something for the teams above to advance and vice versa. The monkey wrench is that the other factions teams can also complete tasks that will hamper your efforts but not directly ( its a pve scenario with rvr elements). Whichever faction unlocks the last gate to molag bal the other teams get locked out and that team has a a chance to defeat defeat molag ball and end the campaign.
the monster generators in this warfront will be daedric portals which will be heavily defended BUT generators have to be attacked both topside and underground at the same time else they cannot be permanently closed as each generator is linked to another generator. Additionally new mobs which repair and spawn new portal sets will keep pressure on the players to keep spread out a little. Failure to address and maintain the monster generators will result in a gate being relocked preventing reinforcements/ slowing down advancement to molag bal.
the idea is to provide an endgame scenario that is fun and inclusive where everyone can contribute according to their skills. This is just one simple example but you can apply the principle to any new content with this pve/rvr type hybrid gameplay that i think eso can easily handle with its current technology and a little spreading out of players so more can be packed in.
The age of trials and raiding is over, its time to adapt to pve warfronts with rvr elements. I think thats what regular players really want for endgame pve.
Edited by Rungar on September 26, 2019 4:49PM It's 0.0666 of a second to midnight.
Rungar's Mystical Emporium