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Found 10 results

  1. Throne

    Fallout 76 is Live

    Fallout 76 is live right now. It wasn’t supposed to go live until midnight last night but it’s arrived early so a few of us started our journey through Bethesda’s post-apocalyptic MMORPG yesterday. So far, it is playing more like a Fallout 4 co-op with a new ((much larger) map than the pvp mayhem some were expecting. I did run into a few brave souls who wanted to tangle early on, but not much came of it as there are protocols that keep open pvp from being too deadly until after you reach level 5. I crashed twice in 10 hours, and my 4 yr old system held up nicely on ultra graphics (I7 - RX 480 - 32GB Ram). The base building is unique and interesting. Pieces snap much more smoothly than I remember in FO4. If you find a unique plan (blueprint) like a crafting station or furniture, you can help your team out by building it for them on their camp (base) and they'll get to keep it, even if they move their base around. The S.P.E.C.I.A.L system has been revamped with cards you can use to customize your characters perks and abilities, e.g. Guild Wars. I didn't see it as a minus or plus, just something new to figure out and maximize for the way I play the game. The difficulty was typical of Fallout games, where it can be a challenge for moderate gamers and daunting for casual gamers new to the Fallout franchise. Good times are always best shared, and this game is no exception....running around with a team is much more enjoyable, however the game does not diminish whatsoever when it comes to making progress solo. So far, it has my endorsement. Join us in discord https://discord.gg/ar8NGD or on the forums
  2. Elric

    Rend: COTP Victory!

    It's official, COTP and it's allies on "NA West - Muspelheim" have won the first round of our Rend server! Between COTP, our Illegitimus allies, and some randoms on our faction team - we crushed the opposition on our server. By the last week the other two factions had gone into defensive mode because there was really no way for them to catch up to our momentum! Last night following the final Reckoning of the server, our characters "ascended" and the server was reset for round 2. Tonight everyone on the server started from scratch, but as we had won the previous night we received more Ascension points that our opponents. This gives us a slight edge as we face off against the other two factions again. This time around we will try some different defensive building tactics, some different character specs, and new priorities for our faction research. Hopefully we can bring home another win! Come join us for some PvP / PvE action!
  3. Starting tomorrow, July 31st, a new survival-genre game will be hitting Early Access. We have some people who have already been testing it out in Alpha, and thus far I've heard it has some serious potential. I'm guessing we could fill out a 20-person team to really give this game a shot. In fact, Creaky from Illegitimus (an ally of COTP) has challenged us to put together a team to face off against Illegitimus on a private server! So what is the game exactly? So far it looks like a mix between survival games like Ark, Conan Exiles, 7 Days to Die, etc. and a similar model to what we hope Crowfall will be like when it comes out next year (in theory). In Rend, your character progresses through PvE gathering, quests, fighting, etc., while you build a faction base alongside your guildmates. That base will eventually come under attack from PvE mobs or PvP players depending on the type of gameplay on your server. There are official PvP servers run by the developers, and they will be allowing private servers as well. The goal of the game is to get your faction to beat out the other faction(s) on your map. Each round results in one faction emerging victorious, and then the map resets. Each faction then starts over for the next round, but everyone's character still advances through a meta-progression that grants you additional skills to use on the next round. Discuss it further on our forrums: Otherwise, here is some more info in the form of two decent videos on it: Or for those of you who prefer text over videos, here is some info from the official Rend website: What is Rend? Rend is a team-based survival game set in the fabled universe of Nordic myth. This epic fantasy world is a harsh domain where the strong ascend as gods. You must choose from three rival factions, combine forces to build your team’s stronghold, and battle foes and brutal creatures. Together, you will endure the dangers of Rend’s treacherous landscapes to discover valuable resources and powerful artifacts. With the game’s deep talent trees and skill systems, you’ll have the freedom to choose how you want to fight for your team’s victory. When a cycle ends, one faction will be declared the winner… but the end is only the beginning. Victorious players will receive rewards they can use in subsequent cycles as they ascend to legendary heights as heroes. Where does Rend take place? Rend’s setting is a fragment of land that once was Midgard before Ragnarok, the doom of the gods, shattered the world. Valhalla, the great hall of heroes, home of the dead who achieve glory in battle, can be seen decimated in the skies above. The majority of the original Norse deities died in the cataclysm and those who survived have retreated into seclusion. Rumor has it they’re amassing new armies to restore their former might and glory in the next great battle. What remains of this world is a collection of disparate environments held together by the massive roots of Yggdrasil, the World Tree. Gentle hills give way to dense forests, fungal colonies, noxious swamps, and wintry peaks, each home to predatory beasts and environmental challenges. The flora and fauna of Rend have been affected by Yggdrasil’s presence: once docile creatures are now territorial and violent while plants and minerals have developed unique properties that may be used to help or hinder by those brave enough to discover them. Warriors who find themselves on Rend must be alert and observant to survive this realm. Who am I in Rend? You begin your adventure in Rend hungry, unarmed, and defenseless. The good news is you’re not alone: in every cycle of Rend, you’ll be in one of three factions, the Order, the Revenant, or the Conclave, each equal in power and numbers. Starting with an empty faction base surrounded by a magical shield, you’ll work together as a group to discover and harvest nearby raw resources, craft rudimentary tools and weapons, and fight to stay alive. As you research new technologies and explore distant biomes, fresh challenges will present themselves from opposing factions and the brutal environment alike. Your victories both in combat and in crafting will bring glory to you and your faction. All of your activities in Rend will grant experience and with experience your path will become more clear. You may choose your warrior’s specialization by selecting two skill trees from four archetypes: the stealthy Assassin, powerful Soldier, arcane Mystic, and cunning Survivalist, each with its own abilities and weaknesses. Through your custom selection of active and passive talent, you’ll be able to contribute to your faction’s success precisely the way you want to play. How do I win in Rend? Rend serves as the proving ground for those seeking to join the remaining gods’ army in Valhalla. To stand among the gods, each faction seeks to present the gods with warrior spirits harvested from fallen foes. These spirits act as victory points and are key to your faction winning the game. Spirits are collected much like other raw resources in Rend but must be deposited at the Divinity Stone in the middle of your faction base. These structures are connected to Yggdrasil which stands in the center of the map and reflects the current score of each faction with three vertical runic sigils: the more spirits banked by a team, the higher its glowing sigil climbs the World Tree. When one team’s sigil reaches the top of Yggdrasil, they win the cycle and ascend victorious. However, achieving victory is no easy task! Rend will pit the three factions in direct competition through resource node distribution, buff-granting control points, and scheduled world events called the Reckoning. Every few days, the magic shields protecting the three faction bases diminishes, briefly rendering them vulnerable to attack. Sensing the spirits within each Divinity Stone, monstrosities called the Lost will appear. In waves, these husks of dishonored warriors will lay siege to anything in their way. During these events, rival factions have the opportunity to raid an opposing faction’s Divinity Stone, stealing their collected spirits. The time and date of the Reckoning is chosen during server selection, allowing players and each faction to prepare for the event by hardening their base’s defenses and deciding on their strategy. Additionally, the remaining gods will be observing the trials on Rend and may occasionally send down magical items to assist warriors in their trials (or perhaps to instigate battles over their loot). In rare cases, artifacts of legend once wielded by the old gods may fall from the heavens such as the Hammer of Thor, the Horns of Loki, the Steed of Odin, and other mythic items. These will imbue the wielding with godlike powers yet also make them a prime target for enemy factions seeking to claim the artifact as their own. Ultimately, every cycle of Rend, anticipated to last one or two months each, will culminate in a massive war between the three factions, ending with an absolute victor. What does winning Rend get me? Aside from the right to ascend to Valhalla and join the army of the gods as an honored hero? Well, once the gods have named a faction victorious and those chosen have ascended, all players shall be rewarded with glory per their actions in the cycle, collecting ascendancy points that allow for meta-progression between matches. The amount of points earned will largely depend on being on the winning faction but merit will be given for your personal contributions to your team. It should be noted that failing to win is largely unpleasant for your character: those warriors who do not ascend will have their spirits ripped from their bodies and sent back into the trial to prove themselves once more. Their bodies, now soulless husks, will become the Lost and wander the world of Rend driven purely by rage, instinct and a primal hunger to be one with a spirit again. Blissfully, as a player, you will only experience this as a server wipe and reset. Still, you may never look at the Lost the same way afterwards... And so: survive the untamed wilds as a team, conquer your rival factions, and ascend victorious by earning the gods’ favor through presenting them with their toll of spirits. May your faction earn its rightful place in Valhalla! Onwards, for Valhalla! Excited for Rend? So are we! Now is the perfect time to join the community, read up on our latest news, and follow our social media channels linked below. We look forward to seeing you on the field of trials soon! Read more at https://www.rendgame.com/news/article/rend-introduction#OLUhRzw5i2MuefHh.99
  4. EDIT: Here is a link to a spreadsheet that has the levels/roles of everyone who has replied to thread thus far. Take a look at it if you're looking for someone to run with. Will continue to edit it as more people respond. https://docs.google.com/spreadsheets/d/1XGJAO29A8FyyJU839tpTRWou7twU8-0KT2qlj2fxwN8/edit?usp=sharing What up! Rampage here, just creating an awesome forum post about getting together some dungeon groups. I want to get people some fat loots, I want to get people attuned, and I want to have some FUN! For starters, I'd like to know what everyone is running for their mains. If you could post using the following format, that'd be HARDCORE! Name: Class: Role: Secondary Role: Level: Interested in raiding?: So, filled out it would look something like this: Name: RampageTk (Please use your in game name) Class: Stalker (Self Explanatory) Role: Tank (Please only select one of: Tank/DPS/Healer) Secondary Role: DPS (Please only indicate if you would ACTUALLY be willing to play it. Do not pick Tank/Healer if you don't enjoy it!) Level: 50 (Self Explanatory) Interested in raiding?: Hell f*cking YEAH! (Yes or No will also suffice) I would like to use this thread to potentially spring-board us into getting ready for raids. There is a lot of veteran dungeon running that needs to be done, and where possible, I would like to have full guild groups. BUT, this does NOT mean that you can't post here if you are under 50. If you want to run dungeons and you're not 50, look to see if anyone else has posted that isn't level 50 yet. If possible, keep your post updated with (roughly) your current level as you're working your way to 50. With this in mind, Wildstar also has a mentor program which some people may not know about. It allows anyone to mentor DOWN to a level appropriate for the dungeon. For example, Rouhet mentored down from 50 and ran Stormtalon with us as a healer, which is a level 20 dungeon. The reward for this is having lots of fun, AND getting lots of renown, which can buy you all kinds of cool stuff in Illium. And you're also helping out your fellow guild members when they can't fill that last spot without needing to pug. So please keep this all in mind when you're running around Illium jumping on everything in sight. Run dungeons with your guildies, have fun, play TOGETHER! Playing together also unlocks perks for us as a guild, so it's a good idea to do that whenever possible. Run dailies together if you're 50, makes it easier on you, and more fun as a whole. BE SOCIAL! You joined a guild (hopefully) so you could play with other people, rather than by yourself. Chat with your guild members. Tell bad jokes. Make fun of Maels. Whatever makes you want to log on at night, do it! The guild is better with YOU being a part of it!
  5. Hey everyone this is Konda, PvE leader for the Aldemeri Dominion. Now that Craglorn is out and we have all been having fun with it, we need to prepare a full 12-man team for trials. We will do a weekly trial at least but the date and time are still being voted on. If you are interested in being part of the team please reply with the following info: ESO UserID Class along with main class skill line (example: Ardent Flame Dragonknight) Main role, secondary role (if any), tertiary role (if any) A small description of your playstyle Here is a list of people have signed up: Guran (ranged or melee dps) Eendiwena (range or melee DPS or healer) @KondaCoTP (Ardent Flame Dragonknight - Fire Staff main - Resto Staff secondary) @Frostmight (range dps or tank) @SkjoldrCotP (tank) lxiolander (range dps) @tzindal (Storm Calling Sorcerer - Frost Staff main - Fire Staff secondary) Somethingdarker (melee dps) crouchingkitty (melee dps) Ravenn (ranged dps) Araevin (healer primary ranged dps) Wiluvan (tank or healer/dps) JeffroBodean (tank or dps) Kirin ranged dps templar animefury raged dps Montagu (ranged dps/heals) Ranadil (templar healer) I will make a more informative spread sheet with all the information we need to know about each member of the team and I will post the link to it here.
  6. I have created this article to help those that wish to know the Pro's and Con's of the special abilities of Vampire vs. Werewolf. I have not purposely posted the URL for this article as it leads to a Gold farming website which I do not support. However the article is spot on with letting you know on what choice to make if you wish. Vampire in PVP Vampire has the excellent starting skills after stealth: passive skills to stun enemy for 3.25 seconds. Passive skills can increase your stealth. What is the most important is that you get the very strong capabilities of regeneration and defense: Drain Essence is the most powerful skill to regenerate and interrupt. The passive adds double resource restoration by 10%. There is another passive skill to create a shield wall (damage reduced by 30%~50%) when your character’s Health is low; the less Health is, the higher damage reduction is. Battlefield is full of so many people that you feed your vampire for a long time. Well, I just mentioned about defense capability… You forget it on the battlefield. As we all know, vampires have less fire resistance. However, half of Dragonknight can cause fire damage and the Templar class can cost skills with fire damage staffs. What’s more, Burning catapults can damage vampires. According to PTS players’ test, vampires have been killed instantaneously even if they wear the fire resistance rings. Therefore, defense is not very useful for vampire on the battlefield. If the above can not persuade you out of defense, there is another point that all of guild skills have a special effect on vampires, which makes vampires say goodbye to PVP. Vampire in PVE Vampires haves Buff in PVE. On the one hand, as the above mentioned, viability can be guaranteed; on the other hand, vampires’ super regeneration capability in PVE means you can release more skills than others. The regeneration capability is stronger at night. Compared with werewolves, vampires do not have to sacrifice their ultimate skills. Apart from challenging spider hold dungeons, it is not too difficult that vampires, as Tank in fights, keep in Phase. If vampires in Phase IV play the DPS or Healer role, they are more powerful. The heavy fire skills in dungeon are AOE basically. Generally, common players can guarantee free fire damage. If you just want to upgrade, you can keep in Phase I. In the fourth Phase, your vampire has to take food after slaying a group of monsters. As long as you don’t swim in Magma and avoid the red circles on the map, vampires are able to fight better in PVE. Besides, The fire resistance of Dark Elf enable to reduce the fire passive effects on vampires. Werewolf in PVP The ESO werewolf is designed like the bear Ursa in Dota. Under helps of teammates in PVP, werewolves are the meat grinder on the battlefield. Werewolf setting is interesting. You will see that a werewolf squad scatter sacked nail in the important places of the battlefield. When enemies sack, werewolves rush into the enemy forces quickly. There is too much poison damage in the game. Compared to fire damage for vampires, the effect poison damage is not very big on werewolves. If your guild skills cause special damage for werewolves, you need to get level 7 passive skills. In fact, such players are not many on battlefield. However, there are too many limitations for werewolf transformation. First, werewolves need to sacrifice the occupation of ultimate skill in skill bar. There is no lack of powerful ultimate class and battlefield skills and you have to weigh. Second, werewolves are fit to melee attack. They play a limited role in some positional warfare and even they are killed by unknown AOE skills. It is within one minute that werewolves transform. It is quite hard to gather 925 ultimate points. Although passive skills can add 5 ultimate points every time hit by enemy, it isn’t certain that werewolves is able to successfully transform in the critical occasions. Fourth, The Stamina Buff is obviously much but Magicka Buff is less. Other classes who are not pure spells have Stamina and Magicka. Thus, for werewolves, it is worth discussion whether you should add more Stamina and less Magicka. Werewolf in PVE According to what PTS players said, the output capability of werewolves transforming is the same as damage that other players’ active skills cause. However, because of the lack of ultimate skills or the high ultimate points, it results in the output damage is less than that of other’s active skills. At this point, I respectfully disagree. There is a problem about werewolf viability in PVE. Werewolves can not cast skill in the condition holding the bodies, while other classes can output damage after they cast life-saving skills. This means werewolves need a quite excellent skill to evade, assuring survival after their transformation. Moreover, there is much poison damage in dungeons. Wood Elf and Argonian may have less passive impact of poison. Conclusion There is no good way for werewolves and vampires to deal with their own weaknesses. Hence, you ought to predict and use reduction skills with short duration. Werewolves perform better than vampires in PVP, but the latter is stronger than the former in PVE. GUIDES: You can find the guide for Werewolves at the http://elderscrollsonline.info/guides/werewolf You can find the guide for Vampires at the http://elderscrollsonline.info/guides/vampire
  7. Good morning everyone. I am the PvE leader for Aldemeri Dominion, Konda (in-game account : @KondaCoTP). This is the thread for joining the main raid team for level 50+ content; Adventure Zones & Trials. I will not be leading this team since I am leading the Aldemeri Dominion one. If you would like to lead the Ebonheart Pact PvE, please message me or talk to me in mumble. Related Links: ESO's Veteran Content Introducing Craglorn Ask Us Anything: Craglorn Craglorn's Website The first adventure zone, Craglorn, is for a 4-man group and as you progress through it you will gain access to the Trials, which is 12-man "raid"-type content. Based on this information we are going to need three 4-man groups and they all have to do the main quest in Craglorn so that they have access to the Trials. Once all groups have access to the Trials, we will have a 12-man group ready to enter the Trials. If you are an MMO player, trials are basically raids. However, they are hardcore raids with limited re-spawns. If re-spawns run out then we have to restart from the beginning. This is not for people who are easily annoyed or "rage-quitters". They are tailored for patient people who work well together. Since there is no way to test people at the moment I will put people into teams of 4 and we will see how things work out once we actually each that level. These teams are required to finish Craglorn on their own and gain access to Trials. This is how these teams are going to look like. ***Note: the following may change before and after the launch of adventure zones and trials depending on the availability of people, what we need, and how this PvE content actually works. The teams listed below are for a perfect scenario. Melee & Range dps can switch between range/melee depending on the situation.*** Team 1 (Pure Team): Tank Range DPS Range DPS Healer Team 2 (Flexible Tank Team): Tank (Must have a decent DPS build) Melee DPS Range DPS Healer Team 3 (Flexible Team): Tank (Must have a decent DPS build) Melee DPS Range DPS Healer (Must have a decent DPS build as well) After people are put in their groups, each team will have to go through Craglorn on their own. After all the teams gain access to Trials, we will have a team that looks like this (hopefully): Main Trials Team: Pure Tank 2 Flexible Tanks (Must have a decent DPS build) 3 Melee DPS 3 Ranged DPS 2 Pure Healers 1 Flexible Healer (Must have a decent DPS build) Again this line-up is for a perfect scenario assuming everything goes well, but it could change. Please feel free to reply with questions, suggestions, and any information that I might be missing. How to join: Please either leave a reply here, message me personally, or come to the Elder Scrolls Online Mumble channel. Make sure to include a small description of your character, what role you want to fill, and which team you want to be a part of. Here is a list of people that signed up (Green = Put into team, Yellow = Not in team yet): Oort (tank/heals) Somethindarker (Nightblade dual weapons with bow off spec) Cair (healer)
  8. Good morning everyone. I am the PvE leader for Aldemeri Dominion, Konda (in-game account : @KondaCoTP). This is the thread for joining the main raid team for level 50+ content; Adventure Zones & Trials. I will not be leading this team since I am leading the Aldemeri Dominion one. If you would like to lead the Daggerfall Covenant PvE, please message me or talk to me in mumble. Related Links: ESO's Veteran Content Introducing Craglorn Ask Us Anything: Craglorn Craglorn's Website The first adventure zone, Craglorn, is for a 4-man group and as you progress through it you will gain access to the Trials, which is 12-man "raid"-type content. Based on this information we are going to need three 4-man groups and they all have to do the main quest in Craglorn so that they have access to the Trials. Once all groups have access to the Trials, we will have a 12-man group ready to enter the Trials. If you are an MMO player, trials are basically raids. However, they are hardcore raids with limited re-spawns. If re-spawns run out then we have to restart from the beginning. This is not for people who are easily annoyed or "rage-quitters". They are tailored for patient people who work well together. Since there is no way to test people at the moment I will put people into teams of 4 and we will see how things work out once we actually each that level. These teams are required to finish Craglorn on their own and gain access to Trials. This is how these teams are going to look like. ***Note: the following may change before and after the launch of adventure zones and trials depending on the availability of people, what we need, and how this PvE content actually works. The teams listed below are for a perfect scenario. Melee & Range dps can switch between range/melee depending on the situation.*** Team 1 (Pure Team): Tank Range DPS Range DPS Healer Team 2 (Flexible Tank Team): Tank (Must have a decent DPS build) Melee DPS Range DPS Healer Team 3 (Flexible Team): Tank (Must have a decent DPS build) Melee DPS Range DPS Healer (Must have a decent DPS build as well) After people are put in their groups, each team will have to go through Craglorn on their own. After all the teams gain access to Trials, we will have a team that looks like this (hopefully): Main Trials Team: Pure Tank 2 Flexible Tanks (Must have a decent DPS build) 3 Melee DPS 3 Ranged DPS 2 Pure Healers 1 Flexible Healer (Must have a decent DPS build) Again this line-up is for a perfect scenario assuming everything goes well, but it could change. Please feel free to reply with questions, suggestions, and any information that I might be missing. How to join: Please either leave a reply here, message me personally, or come to the Elder Scrolls Online Mumble channel. Make sure to include a small description of your character, what role you want to fill, and which team you want to be a part of. Here is a list of people that signed up (Green = Put into team, Yellow = Not in team yet): animefury melee dps
  9. Liquid Wolf

    ESO Isarii Review

    http://tamrielfoundry.com/2014/02/eso-isariis-comprehensive-review/ This review makes me happy. There was so much I was missing that I only had ideas and speculation on how things would work. Isarii's review sheds light on a number of things that really make me eager to play this game. First - Crafting: All of this ( and more in the article). I have gotten sick of the RNG Gear Distribution. How many raids did I go on hoping for a drop? How many dungeons did I run, and have someone take the item I wanted because of a roll? Now... admittedly... I can't honestly say this will completely remove that. Finding the materials may be a pain in the ass as well, but this is a step in the right direction. I absolutely LOVE a crafting system where you improve the gear you have. Where a sword isn't legendary because of the rarity, but because of the time and effort it took to make it. Don't get me wrong, I realize this isn't quite what I wanted... but it is a hell of a lot closer than before Crafting plays a vital role in End-Game and character advancement. The materials you need? Sure you might lose the roll for them, or they might be very tough to get... but so long as they can be found on a market somewhere for a hefty price then you have an alternate method. -------------------------------------------------------------------------------- Second PvE- Dungeons Public Dungeons Group Dungeons Adventure Zones World Bosses The one that sticks out for me is the Public Dungeons. It feels like a return to something I really enjoyed in Vanguard. The world doesn't feel like little boxes that you register to enjoy. If you and some friends decide to investigate a troublesome area, or some baddie is causing issues, you can go look into the area and kill what is in there. You will likely run across a few people along the way. The fact that this really only requires one or two people to be with you is also good. You are more likely to find random people at the open dungeon you want. Don't get me wrong, I love the concept of Group Finder, and instanced dungeons... but I don't like it when that is ALL there is. You get tired of sitting in a main city and queuing up all the time. That "themepark" feel really starts to grind there. World Bosses? I love the idea behind open world content like this. They help make the world feel more alive. More things are happening. I did not like needing 40-100 people just to tackle it. Besides... if they want to help maintain that "epic" feel of your hero, stuff like this is important. This was an aspect of many MMOs I really enjoyed, and I'm glad they are bringing it to ESO. I really did enjoy these. I was moving around the world and would randomly encounter these and have a little bit of fun. The quests were familiar, but enjoyable. The content is well done, if not always the most original. Much of what I experienced was meant to introduce me to the world and slowly prepare me for what was out there. Chests, Skyshard, and Lore filtered so much in between that I honestly didn't have any concerns with the quests. They were simply a PART of the PvE experience, instead of being the WHOLE of the PvE experience. Along with all the exploration, which I found myself doing about as much as I did in Skyrim. Not as much... but enough to sate someone like me, and really make this MMO worthwhile. --------------------------------------------------------------- Third - PvP I really enjoyed the PvP. Coming from a person that is pretty much exclusively PvE in his MMOs, I really did like the way this is done. Which is the key... Because I liked SWTOR's hutball, but because of the activity... not because of the PvP. Traditionally I have no interest in PvP because it tends to be a bull rush at the enemy lines, with maybe a few objectives, but you either had the higher numbers, or the higher gear, and you won. That doesn't necessarily change here, but with three factions it is pretty much guaranteed that the enemy is going to have more on his mind than just you. With so many different objectives, you have the chance to change your tactics and adjust accordingly to the battle. You have siege weapons, helping anyone who doesn't feel "skilled" enough to fight in traditional combat have a way to help the alliance. Or perhaps you feel the classes are unbalanced? Well with this many players it becomes more about group cohesion than who you are going to encounter out in the field. Don't have a healer? Need a Rez? Well no problem because almost anyone can do those things. Some better than others, but you don't feel trapped in a role. You feel like your team has options, and more importantly, that you have options. Speaking of options... Cyrodil PvP also gives you the benefit of experiencing solo and small group PvP in a meaningful way. My biggest complain in PvP was always getting overrun by some large group or far superior player who was just out looking for trouble. Cyrodil somehow seems to be making that better... despite how things might look. It is PvP a bit more on my terms. When I want it, how I want it, and where I want it. Those large groups are likely going to be in the Zerg taking keeps, or objectives. I can engage them and join the battle whenever I like. That skilled enemy is likely going to be where the players are... and not where I am. Where am I? I'm doing events/dungeons in the PvP area, or taking quests that put me behind enemy lines. Yes... Behind enemy lines. This was the most fun I've ever had in a PvP area. I received a quest that told me to scout enemy supply locations, so I went 30 minutes out of my way into enemy territory. I hid behind trees, hills, and under mountains whenever I saw enemy groups running by. I explored out of the way paths, and tried to find ways around enemy fortifications to get to my objectives. Along the way I encountered chests, skyshards, and materials for crafting that were well worth my time. When I found a lone enemy player doing the same thing? Well sometimes I fought... sometimes I ran. Sometimes we both were being chased by NPCs and didn't bother stopping to fight each other. It was wonderful. Oh, and the quest hubs at different cities are nice for people that like to PvE and occasionally get into some PvP. You'll see enemy players trying to stealth around the PvE city for their quests (if you control the territory). Or perhaps you have to go pickup items around the town... this could put you close to the battlefield without needing to go into it. -------------------------------------------------------------------- I really can't say this enough: TESO really is a very well done MMO. It is a themepark, but with a bit more freedoms than anything I have really encountered. It isn't a Mortal Online or Darkfall, but it is the next step in how many MMOs should consider going. Maybe it could have been a bigger step, but it is certainly big enough to make someone like me very happy.
  10. Trying to group up all of our fellow Covenant of the Phoenix members from all of our different servers to one Guild on the PTS. As of right now our guild on Republic side is named "Covenant ofthe Phoenix" (there was a problem starting it and the correct name was locked out). Join chat channel "Cotp" by typing "/cjoin cotp" into your game chat and ask a member in that channel for an invite. All current members in the guild can invite new members into it. Guildmaster is Arlana/Arlann, and Officers are: Darkfalcon, Kirinn/Millialia, and Trepper. As far as the Empire side on PTS we are currently trying to coordinate a few Imperial characters in the guild on at the same time to get it started so we may partake in both factions of testing. We would also appreciate it if we could get a dedicated mumble channel and/or Forum started for the SWTOR PTS sometime in the future.
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