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Still hoping the game doesnt morph into a vertical progression gear grind. I would love to see Crafted gear and random drops being equal in power to anything found in dungeons or raids. Time will tell.
I am most looking forward to the PvE based on these nuggets gleamed from what we know on the http://tamrielfoundry.com/development-faq/#contents
Character advancement will revolve largely around “hubless quest design” in order to preserve the sense of freeform exploration and progression which is an iconic feature of the Elder Scrolls. The game uses focal “points of interest” which are self-contained adventure modules that players may encounter during their travels. Townsfolk will direct players towards nearby POIs, but Zenimax Online is trying to shy away from quest hubs and breadcrumb chains. Many NPCs can direct the player to the same quest, so the player can easily find nearby quests without needing floating exclamation marks or strategy guides.
Speechcraft exists in the game, and can be used to “short-circuit” or sidestep certain quest obstacles, this often opens up alternative means of completing quest objectives.
TES:O will feature both public and instanced dungeons. Public dungeons are not separated from the regular world via instancing, and allow for organic cooperation, grouping, and even competition between players. Instanced dungeons also exist, which will deliver a more contained, story driven experience to a group of players. Public dungeons are excellent at providing “drive-by” social experiences with new players by facilitating spontaneous group formation with fellow gamers.
ZOS is designing to reward exploration with “vignettes” that are small events or challenges which are hidden off the beaten path around the world.
Most small public dungeons located throughout the world are balanced to be challenging for 1.5 players, where they will provide a significant challenge for a solo player, but be comfortably clearable for a small group.
Quest rewards and public boss drops are individual specific and linked to the player’s class. This is to encourage grouping without penalizing players by forcing them to distribute shared loot. Additionally, many quest objectives are automatically shared with nearby players in the world to encourage cooperation, even if players don’t actually form a group. Furthermore, there are no kill lockouts. If you assist a fellow player in slaying monsters, both of you will recieve experience and quest credit even if you are not grouped. Zenimax wants to discourage competitiveness within ones own faction, and encourage players to work together against common enemies.
Combat, class, and ultimate abilities may be changed whenver you want, provided you are not in combat. Because TESO uses a smaller number of active combat abilities than other games, the design team is ensuring that every ability a player can use is awesome and powerful, while eliminating filler abilities that provide only supplementary benefit.
You will have the ability to charge up attacks in order to hit harder at the expense of quickness.
Each class can use every type of weapon in the game, and the currently equipped weapon automatically determines the first two abilities on the player’s hotbar, a precise “light” attack, and a hard-hitting “heavy” attack respectively. As the player uses a particular weapon type they gain skill and further proficiency with that type of armament. All weapons will require practice to master. Mastering a weapon can unlock additional alternative melee attacks that can be slotted.
Groups can rapidly accumulate finesse by performing attack combos that use synergistic abilities to produce a special effect. Completing an encounter with high finesse yields additional rewards ranging from a small experience boost to additional magical loot.
Waiting on: TESO
Next Flop: Planetside 2
Best MMO of all time: Asheron's Call - The first company to recreate AC will be the next greatest MMO.