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Author Topic: The Elder Scrolls Online  (Read 1158 times)

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Offline SamaelTopic starter

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The Elder Scrolls Online
« on: May 03, 2012, 09:51:52 PM »
http://xbigygames.com/the-elder-scrolls-online-screenshots-and-details/

It... looks nice, but it doesn't look anything like the Elder Scrolls game.
I'm not sure if I like this.

Offline Saerrael

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Re: The Elder Scrolls Online
« Reply #1 on: May 03, 2012, 10:27:25 PM »
Hm *rubs chin in thought* I looks interesting, from an MMO point of view. And, by this I would mean that this may actually be an MMO that is less mainstream and more demanding of its players than the ones dominating the field at the moment.
On the other side, I do have to wonder just how much of the Elder Scrolls will remain intact in an MMO setting.

Offline Chris Brady

Re: The Elder Scrolls Online
« Reply #2 on: May 04, 2012, 02:01:44 AM »
There goes any chance of a personal narrative.  But isn't that what the Elder Scrolls games were about?  The players personal story within Tamriel?

This will end badly.

Offline SamaelTopic starter

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Re: The Elder Scrolls Online
« Reply #3 on: May 04, 2012, 03:55:06 AM »
Hm *rubs chin in thought* I looks interesting, from an MMO point of view. And, by this I would mean that this may actually be an MMO that is less mainstream and more demanding of its players than the ones dominating the field at the moment.
On the other side, I do have to wonder just how much of the Elder Scrolls will remain intact in an MMO setting.

That was actually what I was wondering about.
Also: I found this summary on another forum.
All credit goes to "Nirolak" of the Neogaf forums
Spoiler: Click to Show/Hide
-Releasing 2013 for PC/Mac
-Developed by ZeniMax Online Studios
-MMORPG
-250 Person Team
-Started development in 2007
-"This time, saving the world from the awakening of ancient evil is only the beginning. What happens when hundreds or thousands of prophesied heroes all think that they should be Emperor?"
-The game is fully voice acted
-Third person perspective
-The game uses a hotbar to activate skills like other traditional MMOs
-Visually it looks like other Hero Engine MMOs like SWTOR
-The general art style is kind of like RIFT or Everquest 2
-You can't be a werewolf or vampire
-Crafting, alchemy, and soul stones will exist in an unrevealed form
-There will be Daedric Princes like Molag Bal, the primary antagonist, and Vaermina, "whose sphere of influence extends to the dream world and the nightmares of mortals", along with some unnamed others
-Constellations will be in the game a la Mundus stones (which work like guardian stones) and also give the answer to things like block puzzles where you step on the blocks in a certain order
-Tons of towns ranging from Imperial City, Windhelm, Daggerfall, Sentinel, Mournhold, Ebonheart, Elden Root, Shornhelm, Evermore, Riften, and a lot more
-Radiant AI will not be present
-There will be mounts, but no flying mounts
-Fast travel exists in the game in the form of wayshrines, which are also your ressurection point, and you can teleport from one wayshrine to any other wayshrine you have already visited
-There most likely won't be dragons
-Sneaking will be in the game, but how it is implemented is undecided
-They're not talking about pets right now
-There will be no player housing
-There will be no NPC romances or marriage
-"It needs to be comfortable for people who are coming in from a typical massively multiplayer game that has the same control mechanisms, but it also has to appeal to Skyrim players."
-Features most of Tamriel including Skyrim, Morrowind, Summerset Isle, and Elseweyr.
-"Not all provinces are included in their entirety; Zenimax Online is keeping large areas inaccessible to save them for use as expansion content. Nonetheless, every major area is represented to some extent."
-As an example, Windhelm is fully implemented, but Winterhold and the mages' college won't be in at launch.
-There are three player factions:
--Ebonheart Pact: The Nords, Dunmer, and Argoninans
--Aldmeri Dominion: Altmer, Bosmer, and Khajit
--Daggerfall Covenant: Bretons, Redguard, and Orcs
-"Recreateing the freedom Elder Scrolls players expect within the World of Warcraft-style mechanics Zenimax Online is using for this MMO would be impossible without changing the way that players interact with the world."
-As such, the game uses a hubless design
-For example, you don't necessarily pick up a quest to do the following, but if you kill all the necromancers in an undead barrow, a shade you free at the end will reward you.
-However, to help you find these events, various NPCs you talk to will tell you where they are happening and put a marker pointing them on your map, which is obviously totally different than receiving a quest.
-Not all quests will have NPCs that indicate where they are
-The game uses MMORPG genre standards such as classes, experience points, and other traditional MMORPG progression mechanics, but they try to present it "around the core fantasy presented by traditiona Elder Scrolls games" such as traveling around and righting wrongs or seeking riches
-The game world is very large relative to Skyrim
-You can explore almost anything you can see
-the game is set 1000 years in the past
-You can't master every discipline
-The imperials are an enemy to all three factions, lead by the noble Tharn family and the King of Worms, Mannimarco, and are hatching a plot to take over all of Tamriel
-But BEHOLD, Mannicmarco is scheming with Daedric prince Molag Bal to take over the world behind the Tharn's back
-Also, your soul has already been stolen by Molag Bal, which is the reason you can come back from death over and over again, and the starting plot is that you're fighting Molag Bal to get your soul back from him
-Hitting the level cap takes about 120 hours
-Each faction has their own leveling content
-An example quest is the story of Camlorn, where you have to stop evil werewolves who have their eyes set on conquest. First, you have to do a "standard MMO kill and collection quest" to sto ghosts from attacking some mages and soldiers. The ghosts are reliving a battle that the werewolf leader was in. You summon a ghost to find out what's going on, and the ghost tells you to wear her dead husband's armor to re-experience the battle he died in. You then get transported hundreds of years into the past to fight this battle. During this battle, you can choose to save the dead man's wife or to pursue the Werewolf leader. ZeniMax chooses to save the man's wife, who then tells you that the Werewolf leader is weak to fire. This information is helpful when you fight him, but you don't actually need to do this quest before fighting the werewolf leader if you don't want to. Basically, you can skip parts of quest chains if you want, but you get some benefit for playing the whole thing. Also, whenever you go back to the town you just saved, everything there hails you as a hero.
-The game features three faction PvP where you fight to take over keeps and use trebuchets and other siege weapons to help do it. At the high end, you can have 100 v 100 battles. There are also farms and mines you can try to take over. Mots of this happens in Cyrodiil where your goal is to take over and hold the Imperial City to get faction wide bonuses for it. If you have played Dark Age of Camelot, this probably sounds familiar. For those who haven't, essentially the entire zone is a giant PvP area will all sorts of points of interest.
-The most accomplished PvP player on your faction becomes emperor whenever you take over the capital
-When you take over Cyrodiil, you will be able to adventure in it as a hostile city a la Kvatch
-The game will have raids and heroic modes for its dungeons as end game content in addition to faction PvP
-There is also balanced PvP for people who prefer eSports
-The game will also have high end public dungeons
-Public dungeons are essentially instances that aren't actually instanced, so anyone can be in them, so imagine a World of Warcraft dungeon that featured everyone on the server in the area instead of just your party
-There are standard instanced dungeons as well
-Back on the topic of the skillbar, you have a limited number of skills you can use at any given time, and can change them whenever you're out of combat
-The number of skills is equal to (paraphrase) "a light and heavy attack with your current weapon that take up the first two slots, a few more spells related to your class, and an ultimate in the last slot".
-The ultimate is used once you gain enough finesse, which is earned by doing well in combat
-You also get a bonus loot chest if you're soloing and max your finesse, and you can also build finesse by comboing with other players
-For example, a rogue can put oil on the ground that a mage can set on fire
-A fighter can also spin in the firestorm a mage puts down, which sends out fireballs
-If you've seen Guild Wars 2 videos, the above will seem familiar
-You can't combo with the abilities of enemy players though, so if an enemy faction player drops an oil slick, you can't set it on fire
-The Thieves Guild and Dark Brotherhood will be presented, but in what form isn't detailed as their contnet is hard to recreate in an MMO setting
-NPCs will try to work together and use player like behavior when fighting you, and (at least to my understanding) have stamina as well
-They want the AI to be good, so instead of enemies in a dungeon sitting around and waiting to be pulled, you will be attacked by the entire room and they will try to react to how you are playing
-The claim was not demo'ed to Game Informer
-You destroy dark anchors to gain reputation with the Fighter's Guild. They are large hooks that fall from the sky pseudorandomly and have Daedric guardians next to them. They are easier to kill with a group, and once destroyed, everyone who participated gets a reputation boost with the Fighter's Guild, and eventually nets you rewards like new skills and abilities.
-The combat model will not be real time due to latency
-The combat is based around a stamina bar which you can use to sprint, block, interrupt, and break incapacitating effects
-Blocking is the primary focus of these abilities, and can do things like stopping the secondary effects of attacks such as an ice spell slowing you
-Stamina also applies to PvP, so stamina management (and wearing down your enemy's stamina) is important, as your crowd control abilities might be on a long cooldown, and if you use them before the enemy player runs out of stamina, they will probably just block the effect
-ZeniMax feels that having the stamina bar will help break down the Holy Trinity as stamina allows you to do things like tank
-However, healing is still a big part of the game
-There is also no aggro mechanic in the game, which is part of the reason stamina blocking and healing exist

And I think that's everything super major. There is still a fair amount about PvP and questing in the article, so feel free to check it out if you're interested in the game.

Offline Hemingway

Re: The Elder Scrolls Online
« Reply #4 on: May 04, 2012, 11:52:30 AM »
I'm highly skeptical of this, from what I've read so far. MMOs have lately become, so it seems to me, the place where good games go to die.

Offline Chris Brady

Re: The Elder Scrolls Online
« Reply #5 on: May 04, 2012, 12:00:04 PM »
The problem with...  Look I am pretty sure I've already said this, but the problem with MMOs and Fantasy is that most fantasy as we are used to has a beginning and a definite end.  But an MMO by it's very nature is constant persistent and unending.  And no one has seemed to clue in on that.

There is only so much you can fluff until you lose your customer base.  Evene Mighty WoW has hit that point.

So really this has disaster written all over it.

Offline Saerrael

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Re: The Elder Scrolls Online
« Reply #6 on: May 04, 2012, 12:10:08 PM »
That was actually what I was wondering about.
Also: I found this summary on another forum.
All credit goes to "Nirolak" of the Neogaf forums
Spoiler: Click to Show/Hide
-Releasing 2013 for PC/Mac
-Developed by ZeniMax Online Studios
-MMORPG
-250 Person Team
-Started development in 2007
-"This time, saving the world from the awakening of ancient evil is only the beginning. What happens when hundreds or thousands of prophesied heroes all think that they should be Emperor?"
-The game is fully voice acted
-Third person perspective
-The game uses a hotbar to activate skills like other traditional MMOs
-Visually it looks like other Hero Engine MMOs like SWTOR
-The general art style is kind of like RIFT or Everquest 2
-You can't be a werewolf or vampire
-Crafting, alchemy, and soul stones will exist in an unrevealed form
-There will be Daedric Princes like Molag Bal, the primary antagonist, and Vaermina, "whose sphere of influence extends to the dream world and the nightmares of mortals", along with some unnamed others
-Constellations will be in the game a la Mundus stones (which work like guardian stones) and also give the answer to things like block puzzles where you step on the blocks in a certain order
-Tons of towns ranging from Imperial City, Windhelm, Daggerfall, Sentinel, Mournhold, Ebonheart, Elden Root, Shornhelm, Evermore, Riften, and a lot more
-Radiant AI will not be present
-There will be mounts, but no flying mounts
-Fast travel exists in the game in the form of wayshrines, which are also your ressurection point, and you can teleport from one wayshrine to any other wayshrine you have already visited
-There most likely won't be dragons
-Sneaking will be in the game, but how it is implemented is undecided
-They're not talking about pets right now
-There will be no player housing
-There will be no NPC romances or marriage
-"It needs to be comfortable for people who are coming in from a typical massively multiplayer game that has the same control mechanisms, but it also has to appeal to Skyrim players."
-Features most of Tamriel including Skyrim, Morrowind, Summerset Isle, and Elseweyr.
-"Not all provinces are included in their entirety; Zenimax Online is keeping large areas inaccessible to save them for use as expansion content. Nonetheless, every major area is represented to some extent."
-As an example, Windhelm is fully implemented, but Winterhold and the mages' college won't be in at launch.
-There are three player factions:
--Ebonheart Pact: The Nords, Dunmer, and Argoninans
--Aldmeri Dominion: Altmer, Bosmer, and Khajit
--Daggerfall Covenant: Bretons, Redguard, and Orcs
-"Recreateing the freedom Elder Scrolls players expect within the World of Warcraft-style mechanics Zenimax Online is using for this MMO would be impossible without changing the way that players interact with the world."
-As such, the game uses a hubless design
-For example, you don't necessarily pick up a quest to do the following, but if you kill all the necromancers in an undead barrow, a shade you free at the end will reward you.
-However, to help you find these events, various NPCs you talk to will tell you where they are happening and put a marker pointing them on your map, which is obviously totally different than receiving a quest.
-Not all quests will have NPCs that indicate where they are
-The game uses MMORPG genre standards such as classes, experience points, and other traditional MMORPG progression mechanics, but they try to present it "around the core fantasy presented by traditiona Elder Scrolls games" such as traveling around and righting wrongs or seeking riches
-The game world is very large relative to Skyrim
-You can explore almost anything you can see
-the game is set 1000 years in the past
-You can't master every discipline
-The imperials are an enemy to all three factions, lead by the noble Tharn family and the King of Worms, Mannimarco, and are hatching a plot to take over all of Tamriel
-But BEHOLD, Mannicmarco is scheming with Daedric prince Molag Bal to take over the world behind the Tharn's back
-Also, your soul has already been stolen by Molag Bal, which is the reason you can come back from death over and over again, and the starting plot is that you're fighting Molag Bal to get your soul back from him
-Hitting the level cap takes about 120 hours
-Each faction has their own leveling content
-An example quest is the story of Camlorn, where you have to stop evil werewolves who have their eyes set on conquest. First, you have to do a "standard MMO kill and collection quest" to sto ghosts from attacking some mages and soldiers. The ghosts are reliving a battle that the werewolf leader was in. You summon a ghost to find out what's going on, and the ghost tells you to wear her dead husband's armor to re-experience the battle he died in. You then get transported hundreds of years into the past to fight this battle. During this battle, you can choose to save the dead man's wife or to pursue the Werewolf leader. ZeniMax chooses to save the man's wife, who then tells you that the Werewolf leader is weak to fire. This information is helpful when you fight him, but you don't actually need to do this quest before fighting the werewolf leader if you don't want to. Basically, you can skip parts of quest chains if you want, but you get some benefit for playing the whole thing. Also, whenever you go back to the town you just saved, everything there hails you as a hero.
-The game features three faction PvP where you fight to take over keeps and use trebuchets and other siege weapons to help do it. At the high end, you can have 100 v 100 battles. There are also farms and mines you can try to take over. Mots of this happens in Cyrodiil where your goal is to take over and hold the Imperial City to get faction wide bonuses for it. If you have played Dark Age of Camelot, this probably sounds familiar. For those who haven't, essentially the entire zone is a giant PvP area will all sorts of points of interest.
-The most accomplished PvP player on your faction becomes emperor whenever you take over the capital
-When you take over Cyrodiil, you will be able to adventure in it as a hostile city a la Kvatch
-The game will have raids and heroic modes for its dungeons as end game content in addition to faction PvP
-There is also balanced PvP for people who prefer eSports
-The game will also have high end public dungeons
-Public dungeons are essentially instances that aren't actually instanced, so anyone can be in them, so imagine a World of Warcraft dungeon that featured everyone on the server in the area instead of just your party
-There are standard instanced dungeons as well
-Back on the topic of the skillbar, you have a limited number of skills you can use at any given time, and can change them whenever you're out of combat
-The number of skills is equal to (paraphrase) "a light and heavy attack with your current weapon that take up the first two slots, a few more spells related to your class, and an ultimate in the last slot".
-The ultimate is used once you gain enough finesse, which is earned by doing well in combat
-You also get a bonus loot chest if you're soloing and max your finesse, and you can also build finesse by comboing with other players
-For example, a rogue can put oil on the ground that a mage can set on fire
-A fighter can also spin in the firestorm a mage puts down, which sends out fireballs
-If you've seen Guild Wars 2 videos, the above will seem familiar
-You can't combo with the abilities of enemy players though, so if an enemy faction player drops an oil slick, you can't set it on fire
-The Thieves Guild and Dark Brotherhood will be presented, but in what form isn't detailed as their contnet is hard to recreate in an MMO setting
-NPCs will try to work together and use player like behavior when fighting you, and (at least to my understanding) have stamina as well
-They want the AI to be good, so instead of enemies in a dungeon sitting around and waiting to be pulled, you will be attacked by the entire room and they will try to react to how you are playing
-The claim was not demo'ed to Game Informer
-You destroy dark anchors to gain reputation with the Fighter's Guild. They are large hooks that fall from the sky pseudorandomly and have Daedric guardians next to them. They are easier to kill with a group, and once destroyed, everyone who participated gets a reputation boost with the Fighter's Guild, and eventually nets you rewards like new skills and abilities.
-The combat model will not be real time due to latency
-The combat is based around a stamina bar which you can use to sprint, block, interrupt, and break incapacitating effects
-Blocking is the primary focus of these abilities, and can do things like stopping the secondary effects of attacks such as an ice spell slowing you
-Stamina also applies to PvP, so stamina management (and wearing down your enemy's stamina) is important, as your crowd control abilities might be on a long cooldown, and if you use them before the enemy player runs out of stamina, they will probably just block the effect
-ZeniMax feels that having the stamina bar will help break down the Holy Trinity as stamina allows you to do things like tank
-However, healing is still a big part of the game
-There is also no aggro mechanic in the game, which is part of the reason stamina blocking and healing exist

And I think that's everything super major. There is still a fair amount about PvP and questing in the article, so feel free to check it out if you're interested in the game.

Aye, I read that too. Which is what had me rubbing my chin. I'm not so certain this will be grand for Elder Scrolls fans, but I think MMO fans might be thrilled.

For me, personally, I'd give it 99% 'no' and 1% 'maybe' on playing, with no percentages in 'hell yes!'.

Offline SinXAzgard21

Re: The Elder Scrolls Online
« Reply #7 on: May 04, 2012, 12:14:27 PM »
Considering that I cannot even touch Skyrim anymore.... I don't think I will even give this a try.  Good luck Bethesda, I'm sure hardcore fans will pick it up and nit pick the hell out of it.

Offline Shjade

Re: The Elder Scrolls Online
« Reply #8 on: May 04, 2012, 12:54:29 PM »
The problem with...  Look I am pretty sure I've already said this, but the problem with MMOs and Fantasy is that most fantasy as we are used to has a beginning and a definite end.  But an MMO by it's very nature is constant persistent and unending.  And no one has seemed to clue in on that.

Agreed.

On the other hand, the Elder Scrolls games have always been a combination of "Here is your main story to finish" and "Oh, you saved the world? Cool, maybe now you feel like joining the Morag Tong and fucking around for a while." So I can't say the series seems inappropriate for MMO-style architecture.

Offline Sasquatch421

Re: The Elder Scrolls Online
« Reply #9 on: May 06, 2012, 01:18:21 PM »
I don't think it will do good at all. With the flood of MMO's these days I just can't see of a way for this to truely make it after say a year at least.

I dislike MMOs myself with the only one I even thought of trying being DC Universe online, so I won't play it....

Offline Xenolord

Re: The Elder Scrolls Online
« Reply #10 on: May 06, 2012, 04:39:33 PM »
Wow... talk about going against the grain.

I, personally, think it could do well for itself. Call me a optimist, but I think it has a chance. Will it beat out other games? Of course not. As gamers, we all have our nitch, and we're either afraid or unaccepting of change.

Suffice to say, I think it has potential, and we really shouldn't be judging of it too hard until we've got some better idea of how it'll play.

I reserve judgment for the beta.

Offline Shjade

Re: The Elder Scrolls Online
« Reply #11 on: May 06, 2012, 09:39:21 PM »
Something to keep in mind: the latest Elder Scrolls game, Skyrim? People worked fairly hard to mod that into being a multiplayer game.

When people are turning your franchise into an MMO themselves, it's understandable to come to the conclusion that making an MMO of your franchise might be successful.

Offline Chris Brady

Re: The Elder Scrolls Online
« Reply #12 on: May 06, 2012, 11:18:16 PM »
I think both you and Bethesda are not realizing one thing:  How many of the 12 million sold copies, assuming 12 million separate players, are using that mod to play it with others?  As in Multiplayer.

I'm thinking that it's a lot less than you're thinking.

Also, this has been in development long before Skyrim came out, so I don't think Skyrim was even a consideration at that point.

Offline Shjade

Re: The Elder Scrolls Online
« Reply #13 on: May 07, 2012, 01:40:43 AM »
I think you're assuming a bit there. First, given it's been in development pre-Skyrim release as you point out, Bethesda's realizations regarding Skyrim sales are moot. Second, I'm well aware the mod isn't the lifeblood of Skyrim's playerbase. Then again, niche mods like that are niche for a variety of reasons. I didn't mess with it myself because I didn't want to screw around with the trouble of trying to get a mod like that to work, that and the fact that it didn't really offer much in the way of functionality. It's a quirky, cute experiment mod, at least that's all it is to me.

Players' minimal interest in a mod like that is hardly a sure reflection of their interest in a user-friendly operational multiplayer Elder Scrolls game, whereas the fact that a small part of the playerbase was interested enough in the idea to go to the effort of enabling it themselves is a definitive indication of some demand for the product. Does it mean everyone's going to jump on board? Of course not. I won't, for one, mostly because I don't need yet another MMO on my plate but partly because I was never that into TES as a series in the first place. But it means they have a fanbase open to the idea.

In modern game studios, that's the foundation for production.

Offline Chris Brady

Re: The Elder Scrolls Online
« Reply #14 on: May 08, 2012, 03:06:11 AM »
Truthfully, not sure how representative it is, but on Bethesda's forums it seems pretty split down the middle.