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General combat and dungeons information

Here is an updated list regarding combat and dungeons within ESO with their respected sources

http://www.gd-gaming.com/elder-scrolls-online/5255-general-combat-dungeons-information.html#post27099


Massively:

Nord Urns from Skyrim
Skill Abilities - Based on Weapons used and is increased by using the weapons (much like skyrim)
Special Abilities - Based on class and how many points (Gained when leveled) are invested into either stamina, magicka, or health
Dragon Knight - Stamina Abilities - (Passive Sprint Speed Bonus) (Ability to grant health and stamina after enemy is killed)
Perk tree is progressive unlocking abilities at a certain number of points in M,S,H
Dragon knight Dunmer starting area (after Molag Bal soul stealing quest) is in Bleakrock starts at level 2

No Tab Targetting (?)
Only attack or use abilities when targeting reticle is over valid target.

Each fight is rated on a Finesse system (how efficiently you take down foes by blocking and counter attacks)
During the fight you earn Finesse Points
At the end of the fight you get a Finesse Score
With a x Finesse Score you get extra experience
With a x+y Finesse Score you get a loot chest
Finesse Points during a fight charge Ultimate Ablities.
The First Ultimate Ability unlocks at level 5
Dragon Knights first Ultimate Ability is Dragon Armor.
(Ultimate) Dragon Armor - Creates Spikes on armor and causes fire damage to nearby enemies
(Ability) Fiery Reach - Shoot a flaming chain at enemy, pulling it back to within reach

Players can steal

Kill x mobs quests

Points-of-Intrest can contain loot or side quests

Crow's Wood - Public Dungeon in Oblivion

Champion Mobs are in Public Dungeons

Dark Anchors - Public Encounters that spawn randomly when Molag Bal trys to pull tamriel into Coldharbour
Public Encounters - Everyone who participates gets credit (probably experience) and they gain favor with Fighters Guild (maybe reputation)

--------------------------------------------------------------------

Zam:

Holding Right mouse and quickly tapping the left mouse interrupts casters

Telegraphing (some type of Icon) on Mobs and Character to let you know when to attack, block, move, and go for a kill

Finishing blows are initiated when a maximum Finesse score is reached which initiates a slow motion kill animation.

-----------------------------------------------------------------

Tamriel Foundry:

MegaServer Questionnaire contains Preferences: Role-Playing, Age Groups, & degree of socialization
Degree of Socialization: Solo, Meet new people, Join a Guild

Cyrodill RvR is segmented into multiple parallel "campaigns" - Players choose campaign

In Account Creation you can link to your facebook page and import your friends.
When imported anyone that also has an account with TESO will be added to your friends list in-game
Working on Twitter and Google+ implemntation
A guild page on Facebook would allow the guild to be imported when game launches

Players are allowed to join multiple guilds

Four Classes: Dragonknight, Templar, Sorcerer, Warden

Soft targeting system engages when reticle is on an enemy and highlights the targets profile with a red outline
Hard locking is also avalible

Power attacks do not cost stamina to use but are slower to use then regular attack
Power attacks do additional effects depending on the enemy's state.
Blocking slowly drains stamina
Sheild/Weapon bashing breaks CCs

Sneak mode drains stamina, players with sufficient skill can bypass enemies

No Cooldowns on ablilities

AoE attacks are outlined in red

Ultimate Abilities cost different amount of Finesse Points to use

Weapon Expertise unlocks alternative light and heavy attacks and upgrades existing ablities
Using Skill Abilities will rank up as well when used

Potions have a Cooldown
Food grants long term benefits and can be consummed preemtively

Crypt of Hearts - Instanced Dungeon

(Ability) Oil Slick - lay down oil to slow enemies combine with fire to ignite enemies
(Ability) Lighting Splash - AoE lighting damage combine with player for extra lighting damage on weapons

(Ultimate) Chosen Ground - Dragonknight plants a flag which emits an aura granting increased defensive resilience
Combine with player for "United We Stand" granting player with same aura

Dwemer Spiders deploy charging turrets to charge Constructs to become more powerful
Dwemer Constructs Overcharge - increasing damage, speed, and an explosive AoE on death


No Racial Bonuses (but not confirmed by ZOS)
Charater Creation was worse than Skyrim but better than most MMOs
Body types, Facial features, and identifying markings

At least 6 classes in all

Only Five primary stats: Health, Stamina, Magicka, Armor, and Power
Range of secondary stats: Magical resistance, Critical Hit Chance

Characters Require a First and Last name

First Ebonheart Quest - Save Bleakrock Village from a ship full of Daggerfall Covenant soldiers
Achievement - Save all 15 Bleakrock village citizens
To save all 15 you must complete each quest/questchain for them
1st Citizen - obtain disguise to infiltrate a bandit encampment gauarding Hozzin's Folly (a mine where a oblivian portal is)

Orkey's Hollow - Dungeon filled with mages
Skyshroud Barrow - Nordic ruin

Dungeons include traps which some can be disarmable while other can't

Last Rest - an ancient borrow where 15 citizens escape to

Areas phase with quest progression

Bal Foyen - a village on cost of Marrowind

Templar - 3 points into Health grants a passive that has a chance to heal when a successful block is done
Templar - Power attack with one handed sword provides a short buff to physical resistance (it can be changed to an offensive snare)

(Templar Ability) Sun Strike - High damage attack that grants a HoT
(Templar Ability) Sun Fire - a ranged nuke that has a chance to snare
(Templar Ability) Rushed Ceremony - AoE group Heal
(Templar Abliity) Reckless Attacks - Deals bonus damage based on current stamina pool (high Stamina cost)
(Templar Ultimate) Focused Charge - (unlocks at lvl 6 or 7) AoE Cleave

Templars can execute sneak attacks.

Village of Bal Foyen
Farmland of Ankledeep Marsh

Marrowind->Stonefalls->Crow's Woods Open dungeon
Several quests in Open Dungeons.
Gear is better than quest rewards

Questgivers are surrounded by a golden glow
Friendly NPC glow Green
Enemies glow Red

Quests are tracked in a toggle tracker in the top right corner
Active quests are highlighted on the compass as a gold dot

------------------------------------------------------------------------

MMORPG.com

(Quest) Rescuing People From Webbed Cocoons
(Quest) Throwing eggs at Bull Netches
(Quest) Solving the riddle of Frozen Man
(Quest) Steal Tears of Amaya wine

Like TERA combat where moused over your opponent to connect

Class Specific Spell Leveling Splits into two different paths

Weapon Abilities, Armor Abilities, Class Spells all will be leveled

Trinity will take on every role with the progression system

Switching Loadouts (an ability to switch armor, weapons, abilities out of combat)

Couldn't swing weapons without the mouse right over the target

No Dodge mechanism

-----------------------------------------------------------------------

Middle-Earth network

(Passive) Magicka - Bonus against Magic Damage

Sorceror Warden Nightblade classes

No Skill Tree - Abilities open that prompts a choice of two options

Each Weapon type is listed in its own window and shows at what weapon level you will gain new abilities with that weapon

--------------------------------------------------------------

Acolytes Gaming Community

First Name and Last Name must be at least 3 letters long and must start and end with a letter
No more than 2 of the same letter in a row
one hypeh or apostrophe at most

Body Type Slider (Muscular/Large/Thin)
Body Skin Color (vaious Selections)
Face Type Slider (Heroic/Soft/Angular)
Hair Style Slider (11 selections)
Age Slider
Adornment Slider
Eyes (vaious Selections)
Brow (vaious Selections)

Multiple Tab Chat Windows and A Combat Log History
Fully Editable

Ctrl Key brings up cursor

T key cycle through quest log

Quests are tracked on both Main and Mini-maps

E key used to interact and Loot

Ctrl key grands access to In-Game Menues: Main Menu/Quest Journal/Character/Inventory/Progression/Misc

Achievement system and Lore Library

Inventory is fully searchable and easily organized

Tab key will cycle through your current targets (?)

Health and Stamina regenerate within 5-10 seconds while out of combat

Action Bar will Auto Hide out of Combat

Able to reset mob aggro

(RvR) No specific faction limit will be implemented other than the zone cap of 220 players
(RvR) Starts at lvl 10
(RvR) Lower level players are battle-leveled but do not get higher level abilities
(RvR) Guilds will be able to claim Keeps
(RvR) No teleporting to friends location in Cyrodiil
(RvR) Zone wide alerts for Cyrodiils activities
(RvR) Any level over 10 to use Siege weapons

No Character collision in PvP combat (?)

Dungeons will have Puzzles

No limit to Public Dungeons

Characters roles can be changed mid raids (while out of combat)

Guilds can have people of different Faction but they cannot be on the same Cyrodiil campain

There is no communication between Factions

You can port to your Friends in Open world

There is a mentoring system in place

-----------------------------------------------------------

Ten Ton Hammer

150 Hours of gameplay to reach Level 50

(Templar Passive) Augments Healing 5 points into Stamina

Healing may increasing finesse score

----------------------------------------------------------

MMOAttack

(RvR) No Looting a Defeated Player

Races will have varying starting stats in health, Magicaka, and Stamina

First person View doesn't have arms, hands, or weapons on screen

----------------------------------------------------------

MMOHuts

(RvR) Alliance Points will determine who will be crowned emperor (4:06)

Hot Swapping items and Skills in combat may be implemented (9:30)

Cyrodiil is a PvP zone with quests and dungeons

Ultimate Levels up (13:48)

Ultimate Bar on UI to show when you can use it (13:40)

DragonKnight Higher Ultimate - Almost invunerable to damage (14:05)

Using Heavy Armor inhibits Magic (15:14)

-------------------------------------------------

RPGFan

Resurrection on the spot for a penalty (unclear but experience might be penalty)
Resurrection at a wayshrine for no penalt

Class passive my include reduced resurrection costs

Enemy Kills earn Alliance Points

Side quest to Reverse an enchantment on people that were turned into skeevers

Items are rolled for when in group

Wayshrines cost gold to use (maybe few and far between)

Wayshrines are resurrection hubs

(Item PvP Trinket) Crow Whistle - Summon a murder of crows to devour the corpse of a fallen foe

-------------------------------------------------------------

RPGSite

~20 Abilities for each race (probably meant class)

Lockpicking is confirmed

Kudos to zeakfury from tesof for throwing this together

Playing: Darkfall Unholy Wars & ArcheAge(Alpha)
Backed: Shards Online, Camelot Unchained
Loved: Vanilla WoW,UO,Shadowbane,EQ,DAoC,Asheron's Call(Darktide)

Comments

  • vindirvindir Member UncommonPosts: 68
    Thank you for all this. The more I read the better the game sounds.
  • MyTabbycatMyTabbycat Member UncommonPosts: 316
    There is a Dodge mechanism.
  • azzamasinazzamasin Member UncommonPosts: 3,105
    OMG its like an Elder Scrolls Game after all.  whodathunkit!

    Sandbox means open world, non-linear gaming PERIOD!

    Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!

    Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!

    image

  • azzamasinazzamasin Member UncommonPosts: 3,105

    MMOAttack

    (RvR) No Looting a Defeated Player

    Races will have varying starting stats in health, Magicaka, and Stamina

    First person View doesn't have arms, hands, or weapons on screen

     

     

     

     

    There was a post on the their facebook site saying they are warming to the idea of adding arms and weapons and it wouldnt be a huge code change.

    Sandbox means open world, non-linear gaming PERIOD!

    Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!

    Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!

    image

  • vmopedvmoped Member Posts: 1,708

    Thank you LongLivePvP and MyTabbyCat for the information and clarification.  From the interviews this sounds amazing.  I look forward to getting an opportunity to find out if it all ends up being a fun game!

    Cheers!

    MMO Vet since AOL Neverwinter Nights circa 1992. My MMO beat up your MMO. =S

  • fs23otmfs23otm Member RarePosts: 506

    Wow that is some great info!

    It is going to be AWESOME!

  • CrazyhorsekCrazyhorsek Member UncommonPosts: 272

    Good thread!

    Thanks! Great info :)

    image
  • TibbzTibbz Member UncommonPosts: 613
    very nice great read... want more image

    image
  • VorchVorch Member UncommonPosts: 793

    Thanks for the information.

     

    Is there any mass info thread or FAQ anywhere? I don't seem to be getting alot of specifics from the official site

     

    "As you read these words, a release is seven days or less away or has just happened within the last seven days— those are now the only two states you’ll find the world of Tyria."...Guild Wars 2

  • walltarwalltar Member Posts: 58
    Originally posted by Vorch

    Thanks for the information.

     

    Is there any mass info thread or FAQ anywhere? I don't seem to be getting alot of specifics from the official site

     

    You could try this post on official forum ....

    http://forums.bethsoft.com/topic/1443440-the-comprehensive-eso-mechanics-thread-100-sourced-information/

  • VorchVorch Member UncommonPosts: 793
    Originally posted by walltar
    Originally posted by Vorch

    Thanks for the information.

     

    Is there any mass info thread or FAQ anywhere? I don't seem to be getting alot of specifics from the official site

     

    You could try this post on official forum ....

    http://forums.bethsoft.com/topic/1443440-the-comprehensive-eso-mechanics-thread-100-sourced-information/

    Thanks a bunch :)

    "As you read these words, a release is seven days or less away or has just happened within the last seven days— those are now the only two states you’ll find the world of Tyria."...Guild Wars 2

  • KarteliKarteli Member CommonPosts: 2,646
    Originally posted by LongLivePvP

    Here is an updated list regarding combat and dungeons within ESO with their respected sources

    http://www.gd-gaming.com/elder-scrolls-online/5255-general-combat-dungeons-information.html#post27099


    Massively:

    Kill x mobs quests


    --------------------------------------------------------------------

    Zam:


    Telegraphing (some type of Icon) on Mobs and Character to let you know when to attack, block, move, and go for a kill


    -----------------------------------------------------------------

    Tamriel Foundry:


    Active quests are highlighted on the compass as a gold dot

    ------------------------------------------------------------------------

    MMORPG.com


    No Dodge mechanism


    --------------------------------------------------------------

    Acolytes Gaming Community


    Quests are tracked on both Main and Mini-maps

     

    --------------------------------------------------------------

    MMOAttack

    First person View doesn't have arms, hands, or weapons on screen



    -------------------------------------------------

    RPGFan


    Wayshrines are resurrection hubs
     

     

    Telegraphing, ugh.  Do players really want hand holding?  What ever happened to players watching a mobs animations to infer an upcoming special attack?  The trailers didn't have any special animations so thats probably why - Zzzz....

     

    Quests show up on the minimap so nobody even needs to concentrate on what they are doing, horray.   Kill 10 rats now in!  Maybe it will be 11 rats just to be non-WoW.

     

    No dodge .. die and go back to the graveyard.

     

    It all sounds very generic, with all the mods I hated from WoW being put in as features to help dumb down the MMORPG genre a little further.  I can't help but get the feeling that this game is going to be bland.  MMO'ers won't like it because it's a clone of other games, and it is too far removed from what ES single player gamers are used to.

     

    Maybe phasing, full voice overs and lots of cinematic cut scenes will save TESO.  =D

    Want a nice understanding of life? Try Spirit Science: "The Human History"
    http://www.youtube.com/watch?v=U8NNHmV3QPw&feature=plcp
    Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.

  • walltarwalltar Member Posts: 58
    Originally posted by Karteli

    Telegraphing, ugh.  Do players really want hand holding?  What ever happened to players watching a mobs animations to infer an upcoming special attack?  The trailers didn't have any special animations so thats probably why - Zzzz....

     

    Quests show up on the minimap so nobody even needs to concentrate on what they are doing, horray.   Kill 10 rats now in!  Maybe it will be 11 rats just to be non-WoW.

     

    No dodge .. die and go back to the graveyard.

     

    It all sounds very generic, with all the mods I hated from WoW being put in as features to help dumb down the MMORPG genre a little further.  I can't help but get the feeling that this game is going to be bland.  MMO'ers won't like it because it's a clone of other games, and it is too far removed from what ES single player gamers are used to.

     

    Maybe phasing, full voice overs and lots of cinematic cut scenes will save TESO.  =D

     

    Telegraphing should not be icon ... it shuld be animation of character. Or maybe some glow? But never heart it would be done via icon.

    There will be dodge ... no dodge is old info.

    Quest shows on minimap is like in skyrim you saw icon of cave before you saw it. Same here you will see icon of a cave and in there you can find quest. Better than go to town take quest and then go to finifsh it.

     

  • tiefighter25tiefighter25 Member Posts: 937

    The only thing that I found worrisome was the no collision detection.

    Think this is a design descion like WoW so squishies can use Magic to AOE the crap out of everyone without people walking through them or a limitation on the current code?

    I would prefer collision detection.

  • walltarwalltar Member Posts: 58
    Originally posted by tiefighter25

    The only thing that I found worrisome was the no collision detection.

    Think this is a design descion like WoW so squishies can use Magic to AOE the crap out of everyone without people walking through them or a limitation on the current code?

    I would prefer collision detection.

    I heard there will be collision detection ... At leat player - player collision.

  • tiefighter25tiefighter25 Member Posts: 937
    Originally posted by walltar
    Originally posted by tiefighter25

    The only thing that I found worrisome was the no collision detection.

    Think this is a design descion like WoW so squishies can use Magic to AOE the crap out of everyone without people walking through them or a limitation on the current code?

    I would prefer collision detection.

    I heard there will be collision detection ... At leat player - player collision.

    And I just read on their forums that most people are speculating there will be collision detection in both the PVP and PVE aspects of the game.

    I guess it goes to show that not much is really known as of yet.

  • walltarwalltar Member Posts: 58
    Originally posted by tiefighter25
    Originally posted by walltar
    Originally posted by tiefighter25

    The only thing that I found worrisome was the no collision detection.

    Think this is a design descion like WoW so squishies can use Magic to AOE the crap out of everyone without people walking through them or a limitation on the current code?

    I would prefer collision detection.

    I heard there will be collision detection ... At leat player - player collision.

    And I just read on their forums that most people are speculating there will be collision detection in both the PVP and PVE aspects of the game.

    I guess it goes to show that not much is really known as of yet.

    Yes we need to wait for more info to make any assumptions. But i remember that some dav said that you can bottleneck enemy in narrow streets so how would that work without collisions.

  • KarteliKarteli Member CommonPosts: 2,646
    Originally posted by walltar
    Originally posted by tiefighter25
    Originally posted by walltar
    Originally posted by tiefighter25

    The only thing that I found worrisome was the no collision detection.

    Think this is a design descion like WoW so squishies can use Magic to AOE the crap out of everyone without people walking through them or a limitation on the current code?

    I would prefer collision detection.

    I heard there will be collision detection ... At leat player - player collision.

    And I just read on their forums that most people are speculating there will be collision detection in both the PVP and PVE aspects of the game.

    I guess it goes to show that not much is really known as of yet.

    Yes we need to wait for more info to make any assumptions. But i remember that some dav said that you can bottleneck enemy in narrow streets so how would that work without collisions.

    The same way bottlenecks in Alterac Valley work perhaps?  Get too close and get within range / AoE distance.  The key wording they used was Narrow Streets (i.e. no way to flank because of terrain / buildings / cliffs), with the defending side closer to their graveyard.  As soon as defenders die they resurrect and are right back to defending, whereas the attackers have to run a good ways if they die.

     

    Not a definite, but you did ask how else that would work without collisions.

    Want a nice understanding of life? Try Spirit Science: "The Human History"
    http://www.youtube.com/watch?v=U8NNHmV3QPw&feature=plcp
    Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.

  • walltarwalltar Member Posts: 58
    Originally posted by Karteli
    Originally posted by walltar
    Originally posted by tiefighter25
    Originally posted by walltar
    Originally posted by tiefighter25

    The only thing that I found worrisome was the no collision detection.

    Think this is a design descion like WoW so squishies can use Magic to AOE the crap out of everyone without people walking through them or a limitation on the current code?

    I would prefer collision detection.

    I heard there will be collision detection ... At leat player - player collision.

    And I just read on their forums that most people are speculating there will be collision detection in both the PVP and PVE aspects of the game.

    I guess it goes to show that not much is really known as of yet.

    Yes we need to wait for more info to make any assumptions. But i remember that some dav said that you can bottleneck enemy in narrow streets so how would that work without collisions.

    The same way bottlenecks in Alterac Valley work perhaps?  Get too close and get within range / AoE distance.  The key wording they used was Narrow Streets (i.e. no way to flank).

     

    Not a definite, but you did ask how else that would work without collisions.

    Even tho i dont know what Alterac Valley is .. you have a point here. But one thing i don't see is how would that give advantage to smaller group ... they will get out-aoed by biger group. Because if i rememer corectly it was about fighting zergs.

  • KarteliKarteli Member CommonPosts: 2,646
    Originally posted by walltar
    Originally posted by Karteli
    Originally posted by walltar
    Originally posted by tiefighter25
    Originally posted by walltar
    Originally posted by tiefighter25

    The only thing that I found worrisome was the no collision detection.

    Think this is a design descion like WoW so squishies can use Magic to AOE the crap out of everyone without people walking through them or a limitation on the current code?

    I would prefer collision detection.

    I heard there will be collision detection ... At leat player - player collision.

    And I just read on their forums that most people are speculating there will be collision detection in both the PVP and PVE aspects of the game.

    I guess it goes to show that not much is really known as of yet.

    Yes we need to wait for more info to make any assumptions. But i remember that some dav said that you can bottleneck enemy in narrow streets so how would that work without collisions.

    The same way bottlenecks in Alterac Valley work perhaps?  Get too close and get within range / AoE distance.  The key wording they used was Narrow Streets (i.e. no way to flank).

     

    Not a definite, but you did ask how else that would work without collisions.

    Even tho i dont know what Alterac Valley is .. you have a point here. But one thing i don't see is how would that give advantage to smaller group ... they will get out-aoed by biger group. Because if i rememer corectly it was about fighting zergs.

    I typed it in too late in the other post, but while an attack zerg is possible, defenders usually bottleneck closer to their graveyard so they can die, resurrect, and be right back in combat again .. whereas attackers would have to run a good distance back to the fight, making for a disorganized offensive.

    Want a nice understanding of life? Try Spirit Science: "The Human History"
    http://www.youtube.com/watch?v=U8NNHmV3QPw&feature=plcp
    Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.

  • walltarwalltar Member Posts: 58
    Originally posted by Karteli

    I typed it in too late in the other post, but while an attack zerg is possible, defenders usually bottleneck closer to their graveyard so they can die, resurrect, and be right back in combat again .. whereas attackers would have to run a good distance back to the fight, making for a disorganized offensive.

    Then i hope, that respawning will work same as travel. If you can only respawn in your faction keep (excluding ones being atacked) then that would mean both sides have same travelling distance back to fight.

    But you are right .. i hope they will give us info about collisions. Well any info at all. image

  • tiefighter25tiefighter25 Member Posts: 937

    In WAR, if you were outnumbered, you could let the enemy into the keep, have your tanks physically block them from getting in the back (with healers), meanwhile have dps sneak out the keep, and zerg them from behind. The superiour invading force would be caught inside the keep by collision detection. (They couldn't go either direction, AOEed and dpsed inside the keep.)

    Fun stuff like that.

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