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The Elder Scrolls Online / ESO: What We Know So Far
« on: February 01, 2013, 06:29:02 PM »

GAME OVERVIEW

What Is The Elder Scrolls Online?

  • Zenimax Media is the parent company which owns both Zenimax Online Studios and Bethesda Game Studios. The two sibling studios have a close working relationship which has allowed ZOS to collaborate effectively with Bethesda in order to maintain internal consistency in lore, geography, and art design. Todd Howard is personally involved to sign off on major decisions regarding the direction of the IP.
  • Under the direction of Matt Firor (pronounced fire-ore), veteran lead developer of Dark Age of Camelot (and expansions), Zenimax Online Studios has a 250 person team comprised of industry veterans and Elder Scrolls fans.
  • Firor was hired shortly after Oblivion was released specifically to lead the Elder Scrolls Online project. His goal is to combine the deeply immersive PvE experience of traditional Elder Scrolls games with the excitement of three faction PvP in the spiritual mold of Dark Age of Camelot.
  • The game’s creative director, Paul Sage, was brought on both because of his experience in MMO development and his fanaticism for the Elder Scrolls IP.
  • Original titles that were considered for the game included Elder Scrolls: Online, Elder Scrolls: Origins, Tamriel, and Elder Scrolls: Empires.
  • The business model and possible subscription fee for Elder Scrolls Online has not yet been decided.


Development Schedule

  • Zenimax Online Studios (ZOS) was formed in 2007.
  • The game is currently in “pre-beta”, the development team is still finishing several core gameplay systems including crafting.
  • ESO is actively being tested by hundreds of developers and QA personnel.
  • Beta testing will begin sometime in 2013 and will feature both closed and open phases. The game has officially been scheduled for release later that year.


Design Philosophy

  • The game will adhere to genre standards like classes, experience points, and progression. The player will gain experience by slaying enemies, exploring the world, and completing quests or objectives within the world.
  • Elder Scrolls Online is designed to provide an experience that feels familiar to fans of the single player games, while providing deep and challenging MMO mechanics for veterans of the genre.
  • Key “touchstones” of the Elder Scrolls IP will all be present in the MMO. Daedric princes, eight divines (no Talos in TESO!), constellations, and spell schools will all be familiar elements.
  • There will be a level cap, and ZOS expects it to take an average player approximately 120 hours of game-play to reach the cap.
  • Elder Scrolls Online will use a traditional class system rather than free-form character progression.


Technology

  • The Elder Scrolls Online will be playable on PC or Mac only, there are no plans to make it available for consoles at release.
  • ZOS originally licensed HeroEngine to use as a development bridge in order to prototype areas and game concepts while the studio developed its own proprietary engine for Elder Scrolls Online.
  • The Elder Scrolls Online features an engine that supports a similar real-time combat model to that which has featured in recent TES games.
  • The game’s engine is specifically designed to stably support keep sieges displaying up to 200 concurrent players on-screen. Zenimax Online’s design goal is to create the largest (stable) player battles of any MMO.
    Unlike most MMOs which feature separate “shards” or game server, the entire player population of The Elder Scrolls Online will coexist within one single “megaserver”. This single server will remove barriers to grouping with friends, as well as eliminate issues related to server capacity like queues or mergers.
  • The megaserver relies on intelligent placement of players into game spaces, where your assigned instance is contingent on the presence of friends, guildmates, and gameplay preferences which you specify prior to launch.
  • A design goal for ZOS is that TES:O be playable on both PC and Mac, and have unrestrictive system requirements such that any modern laptop can comfortably play it. In order to accomodate both this lower hardware threshold and high performance users, the TES:O engine is designed to feature a high degree of scalability in graphical and rendering capability.
  • TES:O will be playable in both 3rd and 1st person views, however; while first person view is supported, the game is primarily designed with the third person perspective in mind. The player can zoom all the way in to first person, but this may place you at a tactical disadvantage on the battlefield.
  • The UI is designed to be minimalistic in order to preserve focus on the game environments rather than interface elements. ZOS is emphasizing that visual cues for enemy abilities that require various player responses are prominently displayed in the world rather than simply as a UI element. Instead of using interface prompts like cast bars or text warnings, players will be required to watch the physical movements of enemies in order to anticipate their attacks.
  • For balancing and security reasons, TES:O has no plans to directly endorse community modding at release. However, ZOS recognizes the strong role of the modding community in Elder Scrolls franchise, and certain aspects of the game experience, like the UI, will allow for user customization, reskinning, and limited modification.
  • Entire provinces are not seamless, but rather feature short (but unobtrusive) loading screens while moving from zone to zone. Various reasons for this decision include meeting performance and instancing requirements for the megaserver, as well as enabling more efficient phasing of locations.



SETTING

The Timeline of TESO

  • Elder Scrolls Online is set approximately 1,000 years before the events of Skyrim, during the Second Era. The game occurs during a previously unexplored period of the Elder Scrolls timeline known as the “interregnum”. It is recorded that these years marked a period of great conflict in Tamriel, but otherwise the setting was an ideal blank slate to use for MMO development.
  • The throne of Cyrodil and control over the empire is in constant conflict during this time. The Imperial faction is becoming active in Tamriel, but the game takes place before the ascendancy of the Septim dynasty in the Third Era.
  • The Akaviri Invasion occurs just before the time frame of the MMO, and serves as a political motivation for the formation of player factions, the Ebonheart Pact in particular. The repercussions of this invasion are still being resolved during the scope of TES:O.


Geography and Provinces

  • The game world consists of most of the continent of Tamriel. Including the provinces of Skyrim, Morrowind, Summerset Isle, Elsweyr, Hammerfell, and Cyrodiil.
  • Not all provinces will be fully included at launch, in order to reserve ares for use in game expansions. Zenimax Online wants to adhere to a high standard of quality for the areas which are included at release, therefore certain areas will be initially unexplorable.
  • The game’s art style is designed to give each province a distinct feel. Zones within a province are further differentiated to feature variety while conforming to the overall provincial theme. Due to Zenimax Online’s high degree of cooperation with Bethesda, many of the art assets from Oblivion and Skyrim were able to be adapted or directly utilized for the Elder Scrolls Online.
  • The climate of Cyrodiil will be portrayed in the same way it was presented in Oblivion. Some lore resources reference Cyrodiil as originally featuring a jungle climate and ecosystem. According to legend, Tiber Septim transformed Cyrodiil into a temperate province following his ascension to Emperor and Divine. Despite this legend, ZeniMax Online has decided to make the appearance of Cyrodiil comparable to the vision presented by Bethesda in TESIV – Oblivion.


Storyline

  • The primary force of evil driving the plot events of TES:O is the sinister plot of the Daedric prince of domination, Molag Bal, who seeks to subjugate all of Tamriel under his will.
  • Playable characters in TES:O are adventurers whose souls have been stolen by Molag Bal. This procedure explains player resurrection within the fiction of the game.
  • Mannimarco, King of Worms has been enlisted to provide the Imperial armies with a constant supply of reanimated corpses. Unknown to the Imperials, Mannimarco is secretly conspiring with Molag Bal to assist the prince’s plot to dominate Tamriel. Mannimarco is a pivotal figure throughout Elder Scrolls lore, and TES:O will give players the chance to confront him at the height of his power.
  • The Maormer or “Sea Elves” of Pyandonea will appear in the game as an NPC race.



GAMEPLAY

Character Advancement

  • The main story line of the game is balanced to be completely soloable, although the game is tailored to provide a social community experience.
  • There exist certain quest choices which mold your character as a result of your decisions. The outcome of certain quests will cause a tangible impact on areas of the world.
  • Four classes have been confirmed for the Ebonheart Pact: Dragonknight, Templar, Sorcerer, and Warden. The Dragonknight is an offensive warrior with many controlling abilities, the Templar is a stalwart defensive fighter, calling upon the power of the sun to damage foes and heal allies. The sorcerer is an offensive mage unleashing elemental damage on his foes. The warden is a more defensive spellcaster.
  • Each class can use every type of weapon in the game as well as every type of armor. 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.
  • Each class can unlock a wide arsenal of skills and abilities, from which players may choose three to actively use at any given time. These class abilities can be changed on the fly, and reflect a players current “loadout” that can be adapted to various situations. Skill selection is one way in which players can differentiate themselves from others of their class.
  • Weapon attacks, class skills, and ultimate abilities all level up as you use them in combat. Advancing these skills unlocks improved versions as your mastery improves.
  • The major attributes of the game are health, stamina, magicka, armor, and power. At each level up, you can place an attribute point into either health, stamina, or magicka. The placement of these points additionally unlocks additional passive perks which allow you to further customize your character’s role.
  • Perks exist and will be similar to talents in previous MMOs. Paul Sage emphasized that perks will provide substantial benefit and be pivotal in character development and growth.
  • There is an alternate advancement system called Alliance Points which are acquired through PvP in Cyrodiil.  There are 23 (subject to change) alliance ranks, and players can spend their Alliance points on equipment and character upgrades.
  • Constellations and birthsigns are incorporated into TES:O in the form of Mundus stones, which function similarly to guardian stones in Skyrim, allowing the player to choose a permanent buff associated with a particular constellation. Some Mundus stones also unlock an additional ability for players who have them active.


Combat Systems

  • The currently equipped weapon determines the player’s available left mouse attacks, a normal left-click triggers a precise “light” attack, while holding left mouse initiates a hard-hitting “heavy” attack.
  • In order to enhance the action-combat feel, combat focuses around the opportunistic use of a stamina bar which allows the player to sprint, block, interrupt, and escape crowd control. By selectively using these strategic abilities, combat in TES:O feels dynamic, despite adhering to turn-based fundamentals which are critical to MMO design. All classes have access to block, sprint, and crouch.
  • Holding right mouse button engages active blocking mode, intercepting incoming blows at the cost of stamina. While blocking, a left click executes a shield (or weapon) bash, interrupting enemy spellcasting or breaking free of crowd control effects.
  • Each class slots five hotbar abilities which chosen from their class pool. These abilities have no cooldown, but cost either stamina or magicka to activate. Each ability is designed to have a substantial impact on combat, so the selective use of when and how to use these skills plays a major role in combat success.
  • The final (sixth) hotbar slot for every class is filled by an ultimate ability which is usable after the player accumulates sufficient “finesse”, a resource mechanic that builds through successful performance in combat.
  • Every class has multiple ultimate abilities to choose from, but may only utilize one at a time. Bonus finesse is awarded for “playing smart”, for example interrupting an enemy spellcast or blocking a dangerous attack. 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. When you first slot a new ability in your hotbar, you only possess a novice level of skill using it. As you gain expertise in your abilities you can improve and enhance them in various ways.
  • 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.
  • A quick potion slot allows players to drink an alchemical mixture in the middle of combat, although the use of this potion slot features a short (20-30 second) cooldown. In addition to these instant-use potions, there are also draughts and foods which can buff the player for a longer duration and are useable before combat.
  • There exist potent synergy abilities, where multiple players working together can create a powerful magical effect by combining multiple abilities. These cross-class combo opportunities will prompt visual cues on-screen to help parties effectively combine powers. For example, a mage may combine a fire storm with a warrior who can run into the area of effect and use bladestorm, spraying fireballs in a 360 degree radius. Adventurers should take caution, however, because the game’s enemies can and will exploit the same synergies against the player.
  • A side effect of the stamina system is that groups are somewhat less restricted to utilizing rigid roles in composition. Since all players have the ability to block and escape crowd control, players are more responsible for their personal well-being and less reliant on a dedicated healer to carry them through fire.
  • Enemies are designed individually pose a challenge, and be more than “speedbumps” in the player’s quest. Groups of foes will work collectively to support each other and use control abilities to counter a player party. The behaviors of enemies in PvE are designed to mirror player classes. The same abilities and mechanics are therefore important for both PvE and PvP. It is an important design goal that combat versus monsters has the same feel as combat versus players. Monster AI is also designed to emulate player behavior; ranged attackers will fan out, sturdy meleers will protect fragile casters, and healers will seek cover behind other mobs.
  • “Aggro” tables of NPC enemies are less rigidly defined, and they may systematically switch targets in combat. This further emphasizes the need for players to assert personal responsibility for defending themselves in combat, rather than relying on traditional aggro management.
  • ZeniMax is developing tools to allow players to quickly switch weapon and ability sets in combat, but the details of this system are not yet finalized.

Exploration


  • Players are restricted to exploring the lands of only their own faction, as well as the contested RvR area of Cyrodiil.
  • The world is split up into provinces, regions, and zones. It is not fully seamless, and some short loading screens are present when moving between zones.
  • The in-game map will mark key locations, quests, and places of interest. Many caves, ruins, or dungeons will not become marked on the map until they are discovered by the player, or described by an NPC. The map icons for various locations are familiar to players of Skyrim, denoting caves, towns, shrines, and more with their own identifying markers.
  • A compass will help direct the player towards nearby towns, dungeons, and places of interest, this feature is intended to preserve the feeling of a traditional single player TES experience. The compass is one of many UI elements which may be disabled if the player prefers.
  • ZOS is designed to reward exploration with “vignettes” that are small events or challenges which are hidden off the beaten path around the world. Additionally, exploration will lead to the discovery of additional quests, loot, and possibly achievements throughout the world.
  • Fast travel as existed in Oblivion and Skyrim will not be allowed in the MMO. Instead, Wayshrines will allow players to traverse large distances between a set of fixed points, however, players must discover the target Wayshrine before using it for travel.
  • Mounts will be in the game, but will conform to existing Elder Scrolls lore. Horses are the primary mode of personal transportation in Tamriel, and TESO will remain consistent on this point. Players should not expect to obtain flying mounts or other exotic steeds.


Crafting

  • Crafting, alchemy, and soul stones will all exist in the MMO.
  • Crafting will play an important role in optimizing the players equipment. Items that drop within the world can be augmented and upgraded by a player crafter. Therefore, the economic and mechanical importance of crafting will remain relevant even at endgame.
  • ZOS wants to preserve a high degree of interactivity within the world, so crafting, hunting, and gathering resources will be important features of the game’s economic system. The ability to use and interact with mundane objects throughout the world is an important way to connect the game to the Elder Scrolls IP. You will be able to loot crates, barrels, and chests, and harvest resources throughout the world.



FACTIONS
Faction Overview


  • The Elder Scrolls Online features a three faction system, with geographically separated factions comprised of three races each. Races are restricted by faction in order to generate and enhance faction identity. Each race is physically distinguishable from each other so in world PvP players can easily distinguish friends from foes.
  • Each faction’s home area is unique, and the distinct identity of a factions native provinces helps to foster realm pride amongst players and enhance the meta-conflict which fuels the social side of a three faction realm war. For prolonged success of the RvR meta-game within the fan community, it is very important that players can identify themselves with their alliance and faction.
  • The Imperials constitute a 4th non-playable faction who have made a pact with Molag Bal and Mannimarco. They serve as a NPC enemy faction throughout Tamriel.


Aldmeri Dominion

  • In the southwest, Altmer, Bosmer, and Khajiit have united to form the Aldmeri Dominion, a new empire intent on imposing unflinching order on the continent. They control the provinces of Valenwood, Summerset Isles, and Elsewyr.
  • The leader of the Aldmeri Dominion is Queen Ayrenn, an Altmer. Their capitol of is Elden Root, a great city in the heart of Valenwood. The sigil of the Aldmeri Dominion is an eagle.


Daggerfall Covenant

  • In the northwest of Tamriel, the Daggerfall Covenant is a democratic alliance between Bretons, Redguard, and Orcs, convened to utilize their collective military might in securing their lands and establishing a safe and profitable hub of commerce. Formed in Wayrest, High Rock under the guidance of High King Emeric, The Daggerfall Covenant controls the provinces of High Rock and Hammerfell. The sigil of the Daggerfall Covenant is a lion.
  • The Daggerfall Covenant appears to control a smaller area of land than the other factions, but since not all areas of Tamriel are fully explorable at release, the playable landmass available to each faction will be roughly identical.


Ebonheart Pact

  • In the northeast, the Ebonheart Pact is a warlike coalition of Nords, Dunmer, Argonians who have temporarily allied in order to fight for their homelands. This uneasy alliance struggles to maintain control of the provinces of Morrowind (and Vvardenfell), Skyrim, and Blackmarsh.
  • The Ebonheart Pact is led (in name) by Jorunn the Skald-King, however a moot of three leaders, one from each race jointly dictate the Pact’s military decisions. The sigil of the Ebonheart Pact is a dragon.



PvE
Questing

  • 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.
  • Many quests are simple bite-sized adventures, however there are also quest sagas which span entire zones and tell grand tales which reveal segments of the overarching plot line of the game.
  • While some quests are acquired from NPCs in major cities and towns, many quests can only be encountered through exploration. Quest givers are often near the enterances of dungeons or other points of interest, where enterprising players can seek them out.
  • Quest areas are phased, such that depending on a player’s progress through the game’s story arcs he or she may experience a modified version of towns, dungeons, and NPCs. In order to avoid many of the past pitfalls of phased content, ZOS is allowing any player who has previously completed a story arc to repeat the content with friends.
  • 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.
  • Almost all of the iconic opponents from previous Elder Scrolls games will be present in TESO, including daedra, giants, and mudcrabs! Each monster type has its own unique and distinct behaviors.
  • Dragons will not feature in the MMO at launch, as they are not involved in the history of Tamriel at this time.
  • Endgame PvE content will be periodically released in the form of “adventure zones”, which are dangerous and uncivilized regions of Tamriel within which many dangers lurk. These adventure zones will feature content ranging from solo play, to group encounters, and even additional raid content.


Dungeons

  • 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.
  • 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.
  • Endgame PvE will feature heroic modes of each of the game’s instanced dungeons, which are more than simply more difficult versions of the same content. These heroic dungeons extend the story of normal mode dungeons by adding a climactic and challenging endgame experience. In addition the game has large raids that pit multiple groups of players against powerful and iconic bosses.
  • There are a large number of public dungeons within Cyrodiil as well, which will combine exciting PvE storylines with the challenge and danger of encountering hostile player opposition within. In addition, ZeniMax are working to develop a mega-dungeon, reminiscent of Darkness Falls in Dark Age of Camelot, where access to this dungeon will depend on your faction’s success in the realm war.


Loot and Gear

  • Many of the other Daedric princes appear in the game in some capacity, although players should not expect to accumulate a all-powerful collection of Daedric artifacts.


NPC Guilds

  • The player will be able to join one (maybe more) of the iconic guilds of the Elder Scrolls lore. In order to join and progress within these NPC organizations, the player must first prove himself worthy.
  • The Fighters Guild is predominately interested in repelling the attempts of Molag Bal to dominate Tamriel. By destroying the demonic Dark Anchors that Molag Bal sends forth from his plane of Coldharbour the player can gain favor with the Fighter’s Guild. These Dark Anchors are semi-random dynamic events which require small groups of players to assemble to destroy.
  • The Mages Guild works to collect and catalogue the many arcane tomes which are scattered across Tamriel. By finding and collecting these books, a player can ingratiate himself with the Mages Guild.
  • The Thieves Guild will be in the game, but the means of joining this organization are not yet known.
  • The Dark Brotherhood will be in the game, but whether the player can join this organization or the means of doing so are not yet known.



PvP
Campaigns

  • PvP comprises a major portion of endgame content in TES:O, with a mix of open-world RvR and instanced arenas. No one will be forced to PvP if they do not wish to do so, PvP participation is purely voluntary either by entering a battleground or Cyrodiil.
  • The focal point of PvP in TES:O is the war between the three player factions in the central province of Cyrodiil. This entire province is the stage for endgame PvP, and its geographic map is inspired directly from that used in TES4: Oblivion. The full size of the playable area of Cyrodiil is even (slightly) larger than the landmass portrayed in Oblivion, all Cyrodiil’s major geographic landmarks and points of interest are present and will be immediately recognizable to fans of Oblivion.
  • The three faction system is designed to naturally balance and lend political intrigue to the persistent PvP endgame. If any one faction becomes too powerful, the other two factions naturally tend to work together to turn the tide of battle.
  • Players may begin participating in Cyrodiil from level 10 onwards. Players who are below level 50 recieve “battle-leveling” which enhances their attributes so they may participate and contribute to the alliance war. Battle-leveled players do not recieve the full complement of abilities, perks, or gear that a naturally leveled player would have, therefore a strong incentive to level and optimize your character remains present.
  • Because of the megaserver technology, Cyrodiil needs to be separated into multiple instances. However, instead of random assignment of players, ZeniMax recognizes the importance of having static PvP communities for the sake of rivalry and investment in the state of the realm war. Therefore, players are assigned (or may select) a “campaign”, which is a permanent parallel version of Cyrodiil’s realm war to which they belong. Campaigns will be named after the major cities in the region.
  • Guilds can collectively select a Cyrodiil campaign, and players will be able to switch campaigns, however this will impose some meaningful alliance point cost. However, you are prohibited from having characters from different factions in the same campaign.
  • In order to maintain the PvP focus on the massive realm war in Cyrodiil, ZeniMax has elected to not include any form of structured or instanced PvP at launch. They want players’ focus to be on the alliance war, which is the crowning facet of TESO’s gameplay.


Objectives

  • The control of major keeps throughout Cyrodiil will be the primary objective of the warring factions, but mines, towns, and outposts present smaller objectives for individuals and groups to capture or defend. Any objective held by your team boosts the overall score for your faction. This score grants faction-wide bonuses to all players and determines if any of the three factions is able to take control of the Imperial City. The faction war requires a tactical alliance-wide effort to win. While the main battles will occur on an ever-shifting front line, a number of critical support tasks are available to players who do not want to participate directly in PvP. Setting up siege weapons, reinforcing keeps, and upgrading guards all offer ways to improve your faction’s position in the realm war without engaging in PvP directly.
  • The Imperial City is initially held by Molag Bal and his Daedric minions. Accumulating sufficient control points allows your faction to invade the Imperial City and attempt to wrest it from Daedric control. This will be a dramatic and dangerous gameplay sequence for the faction involved, and constitutes one of the major endgame moments of TES:O.
  • At launch, the Imperial City itself will be locked, and the campaign victory is achieved simply by controlling a large portion of Cyrodiil’s keeps and cities. After the game’s initial launch, the sieging the Imperial City itself and the armies of Molag Bal which lurk within it will be added to the culmination of each PvP campaign. If the Imperial City is successfully captured, the player with the highest contributions to the war will be crowned emperor for a period of time. This title is primarily for bragging rights rather than special powers, but will also convey some gameplay benefits.
  • Siege weaponry will play a vital role in keep warfare, with both offensive and defensive war machines to strengthen a side’s position. Parts of a keep can be destroyed completely, eliminating bottleneck situations. With enough firepower and determination, a group of players can effectively demolish an entire keep by destroying its walls and towers.
  • Each faction controls a “home” portion of Cyrodiil, and the cities and towns within your home portion are more valuable than those of your enemies. This makes it important for each faction to defend their homelands, instead of simply cycling control of keeps.
  • Natural fortifications and chokepoints are scattered throughout the map. These are not necssarily tied directly to any objective, but provide substantial strategic value for roaming groups. If used properly, the terrain can be used to set up ambushes, or repel a much larger force at a natural bottleneck.
  • Guilds can claim control of any objective in Cyrodiil from keeps to small outposts. Control of an objective allows the guild to further upgrade its defenses, and customize the placement and role of NPC guards which defend it. Guild members recieve immediate notification if their objective comes under assault from enemy forces.
  • Keeps and smaller objectives are captured by flipping a series of banners which are captured by holding their immediate vicinity. There are no keep lords or other required NPCs which must be killed, this keeps the emphasis on player vs. player combat.
  • ZeniMax Online is working on a way to allow players to infiltrate a keep by scaling the walls. The brave (or foolish) can attempt such an assault to catch the enemies unawares.


PvP Mechanics

  • Stamina management will be a decisive factor and indicator of player skill, as the ability to conserve stamina to perfectly time interrupts, blocks, and CC breaks can be pivotal in resolving fights.
  • There is no separate gear progression for PvE gear and PvP gear. TES:O there will have various tiers of powerful gear, some of which will be acquired through PvE, while other pieces will require PvP participation to earn. In order to obtain the best possible equipment for your character, you will need to complete a mixture of all types of game content. Loot from PvE will be useable in PvP and vice versa.
  • Stealth functions similaly in PvP to past games. A stealthed character is invisible to enemies unless they are detected, at which point they are a shaded outline. Stealthed players are fully uncovered when they take damage or attack an enemy. Since every class in TESO has some basic stealth ability, this creates very interesting possibilities for coordinated ambushes and surprise attacks.


Alliance Ranks

  • Alliance points accumulate through killing enemies and taking objectives in Cyrodiil. This constitutes an alternate advancement system through which the player can earn Alliance Ranks. There are 23 ranks planned for launch, although this number is subject to change.
  • Players will be able to spend Alliance Points on gear and character upgrades. The details of this system are still undergoing development and balancing.



Social
Player Guilds

  • Players will be able to join multiple guilds, although each guild is restricted to a single faction for their campaign.
  • Guild leaders will be able to register guild lists before the launch of the game, and import all their members en-masse when the game launches.


Social Network

  • TESO features a groundbreaking level of social networking integration. The game will be linked to Facebook, Twitter, or other social media at the player’s discretion. You will be able to import your friends, contacts, groups, and circles directly into TESO in order to preserve your existing social network and merge it into your game experience.


Friend Management and Preferences

  • Because of the way the megaserver allocates players to game spaces, management of your friends list and guild connections will be very important. The game server will attempt to place you in a space with your friends and guild mates, or alternatively with other players who have specified similar gameplay preferences.
  • You can answer a questionairre before launch (which you can modify anytime) that specifies your own gameplay preferences. Some of the many options you can specifically request are age bracket, roleplaying, looking for guild, or soloing. The megaserver will allocate you to a game space depending on these preferences, so all roleplayers would be grouped within an instance of the world. The system is intelligent, and learns through your preferences and actions where best to place each player. This creates a pseudo-server experience, in which players will begin to recognize and identify others with whom they are frequently placed.
    ZeniMax wants to make it incredibly easy to play with your friends in TESO. There is an integrated group formation and management panel in the social window that lets you join up with your friends and teleport to them in the world (not in Cyrodiil).
  • Because of the way the megaserver allocates players to game spaces, management of your friends list and guild connections will be very important. The game server will attempt to place you in a space with your friends and guild mates, or alternatively with other players who have specified similar gameplay preferences.
  • There is a mentoring system in the game that will allow higher level players to go to lower level zones and re-do content with their friends.



MISC.

  • 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.
  • There will be a lockpicking minigame. Every character can lockpick to a basic degree, although high difficulty locks may require characters with sufficient finesse to open.
  • It is possible to become a werewolf or a vampire in TESO, this grants the player an additional ability which can trigger a transformation. While transformed, the player’s hotbar is temporarily replaced with abilities specific to their werewolf or vampire form.
  • Player and guild housing will not be in the game at release.
  • The inhabitants of Tamriel will be fully voice acted. Quest dialogue takes place in a mini-cinematic dialogue window.





REFERENCES
Game Informer – June 2012 Cover Article [ARTICLE]
Game Informer – The Origins of The Elder Scrolls Online [VIDEO]
Game Informer – The Challenge of The Elder Scrolls: An Interview With The Creative Director [VIDEO]
Game Informer – Faction Profile: Daggerfall Covenant [ARTICLE]
Game Informer – Faction Profile: Aldmeri Dominion [ARTICLE]
Game Informer – Faction Profile: Ebonheart Pact [ARTICLE]
Game Informer – Creating the Story for the Elder Scrolls Online [VIDEO]
Game Informer – Exploring Quests In The Elder Scrolls Online [VIDEO]
Game Informer – Why The Elder Scrolls Online Isn’t Using HeroEngine [ARTICLE]
Game Informer – The Tactical Combat Of The Elder Scrolls Online [VIDEO 1][VIDEO 2]
Game Informer – Special Edition Podcast: The Elder Scrolls Online [ARTICLE]
Machinima E3 Live Show – Day 3 [VIDEO]
G4 Elder Scrolls Online E3 Gameplay Demo [VIDEO]
Gamespot E3 2012 Live Show – Day 2 [VIDEO]
PC Gamer – Exclusive Developer Interview [VIDEO]
Elder Scrolls Online Official Twitter [LINK]
Elder Scrolls Online Facebook – Introduction to the Lore of Elder Scrolls Online [LINK]
Tamriel Foundry – Hands-On With The Elder Scrolls Online [ARTICLE]
The Elder Scrolls Online Official Website [LINK]
MMO Hut – Elder Scrolls Online Reveal Interview [VIDEO]

32
General Discussion / This is a Real Thing
« on: February 01, 2013, 12:59:35 AM »
http://www.neuticles.com/

Welcome to Neuticles®
Thank you for your interest in patented Neuticles and the revolutionary testicular implant procedure for pets.

Inside you will find the latest information and updates.


33
DayZ Mod / After DayZ
« on: January 31, 2013, 07:28:28 PM »
Small | Large

34
Other Games and Interests / Cards Against Humanity
« on: January 30, 2013, 06:22:48 PM »
So I found an online clone of the awesome card game, "Cards Against Humanity"

Who wants to get in mumble tonight and have a fun offensive game?

http://pyz.socialgamer.net/game.jsp

35

The Elder Scrolls Online beta isn’t live yet, but sign-ups are underway and developers ZeniMax Online are prepping for the influx of players. But before Khajiit, High Elf, Argonian and Breton start to conquer Tamriel, the Report asked game director Matt Firor to shed some light on the world of Elder Scrolls Online.

Home is where the moon sugar is

The Elder Scrolls Online will be the first game in the series to show players the entire continent of Tamriel, where previous Elder Scrolls games have taken place. Tamriel contains nine provinces, each one inhabited by one or more of the series’ races.



Previous entries in the Elder Scrolls series have crafted not just unique storylines, but unique worlds and cultures. Morrowind is a strange and alien place, where Dark Elves inhabit mushrooms multiple stories high and, in Elder Scrolls III, awaited a messiah figure. Cyrodiil is a cosmopolitan empire, full of high-rise structures and wealthy cities; merchants can be found everywhere. Skyrim is a far more savage place, and fashioned after real-world viking lore – it even has the in-game equivalent of Valhalla.

I asked Firor what would be in store for players once they journeyed outside these familiar territories. “We had to make sure they had their own unique visual identity, but felt like they belonged in the same world as the others,” he said. “When you travel from one area to another, you definitely feel that you’ve gone somewhere different, but it still feels like the same game.”

Firor gave the example of Auridon, home of the High Elves. “The Elder Scrolls IP is very down-to-earth and gritty, so we had to take the traditional ‘these are high elves’ fantasy visuals – tall towers, white marble, landscaped terrain – and merge them with the grittier and more medieval-realistic (there are poor High Elf farmers, etc.). It came together very well.”

The hero(es?) of Tamriel

Porting a previously single-player experience to the MMO space can be tricky, especially with a property loved by so many. Game play changes have to be made – the first-person combat and realistic visuals have been dropped – and in an MMO space, you might be sharing the role of hero with hundreds, if not thousands of other players.

In Morrowind, you’re the Nerevarine. In Oblivion, you’re the Hero of Kvatch. In Skyrim, you play as the Dragonborn. What happens in ESO, when there’s a dozen other such legendary heroes surrounding you? Wouldn’t your role be diminished?



Firor explained there’s no contradiction between being a hero and being surrounded by other legendary figures. You can still be a hero in an age of heroic deeds. That being said, players will still be recognized as individuals within the game world. Firor said there are several ways the game hopes to impart a natural feeling sense of place on its audience.

“First, the main story about your soul being stolen by the Daedric Prince Molag Bal is 100% solo and instanced, so that you never see other players while doing it,” he said. “As most of this story takes place in Coldharbour, Molag Bal’s plane of Oblivion, it feels natural that you alone - with other characters in the story - are standing up to the dark forces that are menacing Tamriel.”

And once players are out and about in Tamriel? “We have a system where NPCs react to you based on choices you’ve made in the world, and deeds that you have done, like hailing you as a savior of a town that you’ve protected from an undead uprising, for example. Other players won’t see the NPCs reacting to you this way, and will see the correct NPC reactions for their choices,” Firor said. “Everyone remembers the ‘Hail, Hero of Kvatch’ moments in Oblivion and we want to make sure that we have that same feeling.”

Hail Emperor xXxRoyalWeasel27xXx!

Firor said that, along with questing and PvE content, there will be several other avenues through which players will be able to gain renown. Guilds are a familiar trapping of MMORPGs, but in the Elder Scrolls games, they function more as opportunities for questing and participation in a themed story. Which vision of guilds would fit with Elder Scrolls Online?

Both, actually. Firor said that, along with the standard MMORPG-style guilds which will be run and maintained by players, the game will still feature the guild structure you know from the single-player Elder Scrolls games. You won’t ever become leader of these guilds, but Firor said players will earn loyalty bonuses – such as a unique special ability – based on their time with a guild.

Along with appearance options, gear, and how you choose to spec your character, these loyalty bonuses will help individualize the player populace.

Another way to stand above the crowd is to become Emperor. In Elder Scrolls Online, the throne to Tamriel sits empty, and three factions war for control. When the dust settles, it will be the players themselves that end up taking the power.

Firor was cagey with details; he said that who the Emperor is will be based on “PvP performance data,” and that the formula for deciding who this person is isn’t done yet. Still, the prospect of people running the show – not NPCs or developers – is intriguing. TERA has a system where players vie for political power, and we’ve already seen that produce some interesting results. A similar system in Elder Scrolls Online would be well-suited to the world.

One, but the same

Elder Scrolls Online is going to be a big game. Literally. The continent of Tamriel is vast and expansive, with varied geographical terrain and climate. If Firor’s team succeeds at their goals, the land of Hammerfell will look nothing like Skyrim, and Skyrim will look nothing like Elsweyr, but they’ll all feel grounded in the same universe. Players will know their place as a hero, even surrounded by other heroic people.

It won’t be easy to make the world and players stand out while keeping them the same, but we’ll have to wait until the beta actually begins before we can judge that. If you’re aching to start exploring Tamriel, you can still sign up for the Elder Scrolls Online beta.

36
Quote
Part II of our exclusive interview with game director Matt Firor focuses on player v player battles



This is part II of an interview with Matt Firor, game director of The Elder Scrolls Online. Find part I here.

Elders Scrolls Online splits players into three factions, and the rivalry between them is what its player v player system is built on. This is also an area where game director Matt Firor's previous work has particular relevance; the standout title on a long CV being Mythic's Dark Age of Camelot. Released in 2001 and still running, Camelot had an asymmetric take on PVP termed Realm v Realm constructed around three very different factions, and is still considered one of, if not the benchmark, for MMOG PVP design.

"Yes we have a PVP progression system that we haven't really talked about yet," says Firor. "And in beta we'll go further into this, but you get Alliance Points the more you PVP, you get more abilities, and in that sense it's similar to Camelot where we had Realm Points. In Camelot though we had 47 classes that were all different, and after a while it was much more difficult to balance than it should have been – so if we've learned anything in the 11 years since it's let the players create the characters they want, and balance from there."

Elder Scrolls Online lets any player, regardless of class or race, use any piece of equipment. "So it's symmetrical in the sense that everyone has the same options, but of course not everyone's going to choose the same ones."

That raises the prospect of homogenisation; players rapidly deciding which weapons are optimised, and then hundreds of them running around waving the same sword.

"As game designers you have to solve those problems no matter what class or character system you have," laughs Firor. "In a true class-based system you run the risk everyone rolls the same class, but in a more open one the players will very much from the beginning try to find the most powerful build, and it's our job to ensure that there are many viable builds."


I'm left wondering whether there will be any hard differences between the classes. Races in the Elder Scrolls traditionally have inherent buffs, and according to Firor these remain "a point of differentiation."

But perhaps my thinking is too informed by the MMOG conventions Elder Scrolls Online is trying to move clear of. "We're really trying to de-emphasise quote unquote classes," says Firor.

"And make the player's development more about their choices. So for example we want to give everyone access to something like having pets – if they want to. Right now a perk lets you be a pet person, so if you want that ability you can go and get it." A brief digression about crafting; Firor says Skyrim players should expect a familiar system, and also mentions the ability to enchant weapons.

PVP takes place in the huge central zone of Cyrodiil, and the obvious question is how many players can get involved. "We're planning on having 2,000 people at once in Cyrodiil," says Firor. "In a particular fight our client is optimised to have 200 players on-screen at one time, which means you'll have very large battles within an even larger battlefield."

Such numbers means plenty of different player levels participating, an issue Elder Scrolls Online solves by automatically increasing everyone's stats.

"Everyone gets boosted up to the max level," explains Firor. "But you don't get abilities you haven't earned yet – just the hit points and stuff."

A typical PVP battle might be a large-scale city assault, with one team defending, while the other is battering gates, firing trebuchets, and trying to sneak in through poorly-defended side-routes.

"We've designed the system to let players do all of those things, and it's up to them to figure out which tactics work better – but generally, if your entire army is in front of the gate and just beating the walls, you're gonna lose. Carrying the day needs teamwork."

A larger concern is how the melee combat of Skyrim and Oblivion, which is functional but somewhat unrefined, can be re-engineered for competitive play.

"It does work the same way mechanically in PVP as it does in PVE," says Firor. "So you swing with the left mouse and block with the right mouse, but there are a couple of new moves, like a really fast left click then right click will stun someone, plus things like doubletapping a key to roll away. We're playing around with all of this now, but obviously with PVP we have to keep on testing and refining – and this will really be helped with the large number of testers we'll get in beta, that'll let us hone the system on a large scale."

"Very soon" is the most precise date Firor offers for the beta. "One of the joys of making games like this is that they're on such a massive scale you need to get a whole lot of players into them to kind of see where you are." How big is the beta and how long will it run? "For as long as it takes for us to prove we're ready to launch, and we'll have as many people in as we can, especially because with a PVP system which supports thousands of players we really need multiple thousands to test that effectively."

Elder Scrolls Online inspires strong reactions among fans of the series, and questions that will only be answered with the beta and many hours spent in its world. It's too easy to think about Elder Scrolls Online as merely some sort of composite work, a series of singleplayer epics re-jigged into one massively multiplayer world.Too easy and so wrong-headed.

I close by asking Matt Firor how Elder Scrolls Online will silence the naysayers and pull players in – as well as keeping them there.

"So the answer to that is pretty simple; if you have a good game, people will play it. It's got to be long-term compelling, it has to be fun, and if you do that all the other questions answer themselves." Like most people involved in creating remarkable things, he makes it sound so easy.

37

Quote
Your first hours in TESO, at least, will be PvE focused before the option to transition into competitive play. "Yeah we don't know exactly when that point is," says Firor. "Right now it's on level 10, which is about 15 hours of gameplay. Our thinking is at least a few hours of PvE to get the controls and how combat works – we don't want to throw 'em out there too soon, but we always want it all to be up to the player to choose."

More at the link above.


15 hours to get to level 10???!?!?!?!? Holy crap!

38
The Elder Scrolls Online puts our Community in a tough spot.  In the history of The Guardians there has never been a game we've played where the most dividing choice was choosing the Faction.  In SWTOR we thought the best way to please everyone was to have two Divisions for the game, but I think most of us can agree with hindsight, that it wasn't the best choice to make. 

Now we are approaching a game with not two, but three choices.  Three choices that many people have attachments to for various reasons.  The Elder Scrolls Series has been around the block a couple times and many of us have grown fond to our past characters from Morrowind to Daggerfall and everything in between.  Many of us want to continue those characters lineage in the Online Realm.  Not all of us will be able to do that under The Guardians tag.  (Unless they allow Guilds to consist of the three factions in title only...  Rumors abound) 

So a tough decision lies ahead.  Some of us will have to put personal preference aside if we want to stick together.  This very choice mirrors the theme of the game we are making this choice for.  Our Community is a very diverse community.  Therefore we must choose the most diverse faction to play.  That faction is The Ebonheart Pact.

Some people only like to play MMOs as Human characters, some people only like to play MMOs as Elves, and some people think Humans and Elves are lame and want to go Beast Mode.  The Ebonheart Pact gives us each of those flavors.

The Aldmeri Dominion has no Human Races.  Those people have want to play as Humans simply can't.

The Daggerfall Covenant are pretty much Human dominant and has no real Beast Race, and some could argue that Orcs aren't really Elves.  A die hard Elvish Fan would never want to have to abide his urge to play a Mer character by being an Orc.

The Ebonheart Pact has Nords to please the Human players, Dark Elves to please the Elvish players, and Argonians to please those who go Beast Mode.  This is one of the reasons why this faction best fits our Community.  For a Diverse Community we must have Diverse options.

Now let's get into some Lore reasons why The Ebonheart Pact just fits us well.

The Guardians have a motto.  "Libertas Ara Amplus"

Roughly Translates to Freedom.  Protection.  Honor.

The Guardians have a Slogan.  "Guardians Lead The Way"

The Nord culture centers on the quest for honor and glory, with emphasis also on the family. (Source) The Guardians is a Family Community.  We quest for honor and for glory.  To lead the way.  Under the leadership of Jorunn the Skald-King, the founding of The Guardians fits very well.

The Argonians (like the Khajiit) have long been slaves for the races of Mer in Tamriel.  The Ebonheart Pact and the Alliance with the Nord and Dark Elves can be seen to be part of their quest to insure their continued Freedom.  Argonian members of The Guardians would fight most for that aspect of our Motto.  Furthermore, Argonians are fiercely loyal, and will fight to the death for those they have named as friends. (Source) Something I think many of our members would understand.

The Dunmer  are often seen as proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. (Source)   Once again these values fit well within our Community's theme.  Another thing that fits The Guardians well from the Dunmer Culture.  The Armor!
(Image)

Look Familiar?

(Image)

But Airic!  Imperial Armor looks like that too!

(Image)

True it does.  But in the Elder Scrolls, both the Dunmer and Imperial Armor is based on Armor from an ancient lost race that just so happens to have been based in the Heart of the Ebonheart Pact's region.  The Dwemer.

(Image)

Now doesn't that guy just reek Guardian?!?!  I bet the Ebonheart Pact has great access to the Dwemer Armor, which would also whet the tongue of those longing to be Dwarven.

So in conclusion, this is why we should be members of The Ebonheart Pact as The Guardians.  It gives our members the most options when creating our characters, the culture of the races fits well with in our Community Theme, and the style at the heart of the Region the Ebonheart Pact is from is the essence of The Guardians style.

39
The Elder Scrolls Online / ESO Dev Interview Compilation
« on: January 25, 2013, 04:45:45 PM »
Courtesy of Stonesthrow from Bethesda forums for gathering up all the links

Matt Firor - Game Director
#1 Matt - IA by Game Informer (6:11) - http://www.gameinformer.com/b/features/a...nline.aspx
#2 Matt - E3 by MMORPGcom (9:13) -
Elder Scrolls Online - E3 Interview with Game Director Matt Firor Small | Large

#3 Matt - by PC Gamer (5:44) - http://www.pcgamer.com/2012/05/31/the-el...to-an-mmo/
#4 Matt - PE by CURSE (7:28) -
The Elder Scrolls Online - Interview with Director Small | Large

#5 Matt - PE by MMOHut (15:50) -
Elder Scrolls Online Reveal Interview Small | Large

#6 Matt - PE by MMOReporterNetwork (12:11) -
Elder Scrolls Online - Matt Firor Interview Small | Large

#7 Matt - PE by Guild UMBRA (9:01) -
UMBRA tours Zenimax Online Studios Small | Large

#8 Matt - PE by MMOAttackGames (10:47) -
The Elder Scrolls Online Interview with Matt Firor Small | Large



Paul Sage - Creative Director
#1 Paul - IA by Game informer (19:37) - http://www.gameinformer.com/b/features/a...ector.aspx
#2 Paul - by Game Informer (3:00) -
From Ultima Online to Elder Scrolls Online, Paul Sage's Career Small | Large

#3 Paul - E3 by GameSpot (5:49) -
MMOrrowind - The Elder Scrolls Online Interview Small | Large

#4 Paul - E3 by GameSpot Stage Show (17:34) -
E3 Stage Shows - The Elder Scrolls Online - E3 2012 Demo Small | Large

#5 Paul - E3 by IGNentertainment (8:03) -
The Elder Scrolls Online E3 2012 Demo - IGN Live Small | Large

#6 Paul - E3 by GameTrailers (5:46) -
The Elder Scrolls Online - E3 2012: Creative Director Interview Small | Large

#7 Paul - E3 by GameTrailers (6:38) - The Elder Scrolls Online - E3 2012: First Gameplay Interview HD (Embedding disabled, limit reached)
#8 Paul - PE by CURSE (11:20) - The Elder Scrolls Online - Creative Director Interview (Embedding disabled, limit reached)
#9 Paul - PE by TenTonHammer (7:52) - http://www.tentonhammer.com/elder-scroll...e-oct-2012
#10 Paul - PE by MMOReporterNetwork (7:51) - Elder Scrolls Online - Paul Sage Interview (Embedding disabled, limit reached)
#11 Paul - E3 by Machinima (12:45 - Its over 7 hours! but ESO starts at 1:52:00) - http://www.youtube.com/watch?feature=pla...PgOI_kYpk# (Embedding disabled, limit reached)

Jared Carr - Art Director
Jared - IA by Game Informer (4:14) - The Art of The Elder Scrolls Online (Embedding disabled, limit reached)

Nick Konkel - Lead Gameplay Designer
#1 Nick - E3 by GamePlanetNZ (5:26) - The Elder Scrolls Online will have "the largest battles you've ever seen" (Embedding disabled, limit reached)
#2 Nick - E3 by Massively (11:20) - http://massively.joystiq.com/2012/06/06/...ls-online/
#3 Nick - E3 by Polygon (11:05) - The Elder Scrolls Online - Lead Combat Designer interview (Embedding disabled, limit reached)
#4 Nick - E3 by CURSE (7:36) - Elder Scrolls Online - Nick Konkel Interview (Embedding disabled, limit reached)
#5 Nick - PE by CURSE (4:28) - The Elder Scrolls Online - Gameplay Designer Interview (Embedding disabled, limit reached)

Brian Wheeler - Lead PvP Designer
#1 Brian - E3 by Rev3Games (7:26) - http://www.youtube.com/watch?NR=1&featur...N38nu4cVg0 (Embedding disabled, limit reached)
#2 Brian - E3 by AngryJoe (9:39) - https://www.youtube.com/watch?v=UPlsnsWW8SU (Embedding disabled, limit reached)
#3 Brian - E3 by ClevverGames (3:20) - Elder Scrolls Online - E3 Interview - Lead Designer, PVP (Embedding disabled, limit reached)
#4 Brian - E3 by GameFrontierNet (5:45) - E3 2012 Elder Scrolls Online Interview (Embedding disabled, limit reached)
#5 Brian - E3 by Zoomingames (4:04) - Elder Scrolls Online - Being compared to other MMO's is fine - Interview with Brian Wheeler (Embedding disabled, limit reached)
#6 Brian - E3 by GameReactorTV (9:03) - E3 12: The Elder Scrolls Online - PVP Lead Designer Interview (Embedding disabled, limit reached)
#7 Brian - E3 by EGMNow (3:06) - EGMNOW E3 All Access: Elder Scrolls Online (Embedding disabled, limit reached)
#8 Brian - PE by MMOAttackGames (8:24) - The Elder Scrolls Online Interview with Brian Wheeler (Embedding disabled, limit reached)

Maria Aliprando - Creature Designer
Maria - E3 by TheRealGiantBomb (8:10) - E3 2012: The Elder Scrolls Online Interview (Embedding disabled, limit reached)
Maria - E3 by PlatformThirtyTwo (10:13) - Half Interview/Half Other... - The Elder Scrolls Online - Exclusive Interview ft. Maria Aliprando - Feature - Platform32 (Embedding disabled, limit reached)
Maria - by goodgameabctv (4:36) - Good Game Interview - Maria Aliprando - TX: 19/07/12 (Embedding disabled, limit reached)

Group Interviews
Maria, Nick and Brian discuss combat #1 - by PC Gamer (17:06) - The Elder Scrolls Online - 17 Minute Designer Interview (Embedding disabled, limit reached)
Maria, Nick and Brian discuss combat #2 - IA by Game Informer (13:42) - The Combat of The Elder Scrolls Online (Embedding disabled, limit reached)
Maria, Nick and Brian discuss combat #3 - IA by Game Informer (2:33) - Daedra, Vampires, and Werewolves: The Creatures of The Elder Scrolls Online (Embedding disabled, limit reached)
Paul Sage and Rich Lambert #1 - IA by Game Informer (11:53) - http://www.gameinformer.com/b/features/a...nline.aspx
Paul Sage and Rich Lambert #2 - IA by Game Informer (16:45) - http://www.gameinformer.com/b/features/a...nline.aspx

Zenimax Promo Videos
Announcement Trailer (1:11) - http://elderscrollsonline.com/en/media/videos/147
E3 2012 Teaser (1:10) - http://elderscrollsonline.com/en/media/videos/143
An Introduction to the Elder Scrolls Online (9:28) - http://elderscrollsonline.com/en/media/videos/411
Creating Elder Scrolls Online - The Dreugh (0:36) - http://www.youtube.com/watch?feature=pla...z9ZqrDmDsY
The Alliances Cinematic Trailer (5:48) - http://elderscrollsonline.com/en/media/videos/475

BETA announcement podcasts
Paul Sage - http://www.twitch.tv/mmorpgcom/b/359552636
Matt Firor, Paul Sage and Jo Burba about beta - http://www.bethblog.com/podcast/

40
DayZ Mod / DayZ Standalone: Update Jan 25
« on: January 25, 2013, 03:17:47 PM »
DAYZ STANDALONE UPDATE: JANUARY 25, 2013

This is the first update when I have sat down and thought “where do I start?” There has been so much going on with the development this month that it is hard to fit it all in a post here. Through the month we have steadily moved from working on our architectural changes, through to preparing for our first public test. The risks and gambles we took last year, are now beginning to pay serious dividends for us.

I’ll be covering the following in this update:

  • Lighting and material improvements
  • Volumetric Cloud system
  • New Server Architecture
  • Clothing/Inventory status
  • Closed Test Status
  • Art/World updates
  • Customizing your character
  • Customizing your weapon



Lighting and material improvements

One of our Lead Artists, Mario Kurty, has been working with some of the ArmA3 artists to ensure that DayZ Standalone has the best visuals possible. The result is pretty striking when combined with some of the other improvements we have made in the engine. These improvements make the world really come to life, improving the visuals overall. A comparison screenshot is included and demonstrates the effect of this.


Comparison Screenshot between ArmA2 and DayZ using the same graphics settings

Volumetric Cloud system

This has now been fully configured for use within DayZ, used to great effect in Bohemia’s previous product Take on Helicopters (and coming in ArmA3 also). There are several pictures of this included in the screenshots for this blog update. Running around the world taking pictures, it was hard to resist really. It adds a real sense of realism when compared with the previous result.


Sample of the volumetric clouds and lighting changes

New Server Architecture

Our lead programmer, Ondřej Španěl, continues his work on redeveloping our server architecture. Contrary to some who say DayZ will be releasing with no anti-hack mechanisms, one of the key things we are doing with development is entirely redeveloping how the engine works. I can’t stress enough just how fundamental this change is. DayZ’s game servers will function like servers in other MMO style games, that is the server will control the behavior and the sending of updates. No longer will your machine receive all the updates allowing their analysis by various cheats.

We are exploring spawning all zombies and loot at the start of server initialization, again a huge departure from the previous mechanism. This solves many design and technical issues with the spawning and respawning of equipment, such as being able to metagame by telling whether players are in a village by seeing zombie’s have spawned.

Clothing/Inventory status

This has now been completed to a basic level, you can put on and drop various items of clothing. These items can have diseases on them, and they have durability and other attributes. We need to make some models that represent the clothes when they are on the ground (currently they look as they are when on the ground!) Once this is done, we will be releasing some video outlining what it looks like to change your clothes.


Player character wearing a hoodie, jeans, and baseball cap

Hiking boots, probably one of the most important clothing items

Closed Test Status

We have begun our internal closed testing (yes!) and have been working with Valve to ensure our new server browser system is working (we utilize Steam for this purpose rather than Gamespy as for ArmA2). The Server/Client architecture needs to be fully implemented before we will begin our public testing.

We have not initiated our closed test that includes external people yet (such as streamers).

Art/World updates

A huge quantity of changes are flowing into the world. New areas, a mass of new objects (such as wrecked vehicles, buses, etc…) that are all designed with DayZ in mind - such as having good areas for loot to spawn. It is really impossible to list all the changes here, from bug fixing to redesigning of buildings such as the general store, and onto entirely new buildings and areas. One of our texture artists has been going through existing work and making them look more damaged and used.


One of the many new areas on the map

Female zombie

New wrecks better designed to enable loot finding


Customizing your Character

The design has now really ramped up. This is really the entire focus of our efforts for the next few months, prior to starting on vehicle customization and finally on base building at the end of the year. The obvious starting point for us is to allow players to select the gender and race of their character. Beyond this, allowing ways for your character to become your own are key for us; from getting tattoo’s to finding unique clothing items, trying to deal with your own health aliments, etc…

This is an area of very active development, we’re exploring all sorts of ways to make your character change in the world as you play. When you first create your character, the options will be simple. As you go along in the world, your character will change as a result of their interactions with the environment and the decisions you make, through items such as clothing choices.

Social aspects are extremely important to us, and we’ve taken a number of idea’s and participated in the discussions on reddit and the forums about what we can do in this area. Expect more on these area’s in the next tumblr update. We want to support the organic development and operation of groups within the game, through the development of their own symbology in game (tattoo’s, markings on the world, on weapons, etc…). We feel that these redeveloped social experiences told through the game will be a compelling part of the standalone.


The three current playable races (both male and female available)

Customizing your weapon

Weapon attachments are a great bi-product of our entire redesign of every aspect of the inventory system. Nothing is available to show on this yet, currently the only attachment we have fully configured in the game is the magazine. You must load the magazine with ammunition and then it is considered an attachment to the weapon. The quantity and condition of your magazines will be particularly important in the standalone. Look after them!

When is it releasing?

We don’t know. We’re going to take our time. I feel fantastic about the situation, more than ever I feel like we’re doing something really interesting with this development. Now is not the time to rush things, but we do need to ensure our pace is kept up. Our development blog and getting players in and testing as soon as possible will be key in ensuring we succeed in making this a great game.

Concluding words

At no point in development, have I been as excited as I am right now. The risks we took with the direction have paid off. The engine and approach of the game is now entirely DayZ’s own, it is striking out into it’s own territory as a project. This is very exciting for all the team.

I do need to caution though, it is a bad idea to overhype the project. We know that there are many challenges that we will face from deciding to effectively write a new engine tailored to DayZ. But we are now entirely confident, that this decision will prove to have been the best decision we could make. Now we will be able to make the game that we’ve all always wanted.


Chernarus ain't what it used to be!

42
The Elder Scrolls Online / Elder Scrolls Online Beta Signup
« on: January 22, 2013, 10:04:01 AM »

43
DayZ Mod / Survivor GameZ II
« on: January 21, 2013, 06:42:22 PM »

LIRIK is Awesome.
http://youtu.be/E7ao5Cak2UI (Embedding disabled, limit reached)



AnAtomicPenguin (I Hate This Guy For a Reason I Can't Figure Out)

He ends up winning.  Here is his Part I.
http://youtu.be/HkqCcQmBwQ4 (Embedding disabled, limit reached)

44

Ask Us Anything: Daggerfall Covenant (Part 2)

Today, we’re presenting our newest bi-weekly “Ask Us Anything”, which continues to focus on the Daggerfall Covenant.  We received many interesting questions regarding this alliance, and we think you’ll enjoy the answers below.  Read on to learn more about the history of the Daggerfall Covenant, some factions and groups that you’ll come across, and encounters you can look forward to as a Covenant player.  Look out for our next Ask Us Anything, which will return in a couple weeks!


I am a huge fan of the Elder Scrolls games and I have played a Breton since Morrowind, so I'm definitely joining the Daggerfall Covenant. My question has to deal with the Forsworn faction. Will they be implemented in the game, either as a faction or through quests? If they are a faction, will they be just an enemy class or will they part of the Daggerfall Covenant, since the majority are indigenous Bretons? I always thought that their story was very interesting and wanted to know if it will be explored in ESO since they have been around at least since the First Era, well within the time the game takes place. – By Jason McKinney

The Forsworn are a faction of the Reachmen that exist in the Fourth Era during the time of Skyrim. While the Reachmen are mainly of Breton stock, they have their own culture and society and don’t consider themselves Bretons – and the Bretons agree. The Reachmen definitely appear in ESO, as they’ve allied themselves with dark Daedric forces that have sacked the Imperial City. Reachmen clans have been giving trouble both to the Bretons of the Daggerfall Covenant and the Nords of the Ebonheart Pact.



Heated politics is an important part of High Rock's culture. Bretons are known as "shrewd merchants," and High King Emeric himself is a merchant lord. What is the relationship -- if any -- between mercantile pursuits and politics in High Rock, and does it define a significant difference between the Daggerfall Covenant's motives for seeking the Ruby Throne and those of the other two alliances?  - By Gallagher Clausner

Certainly “Free Trade in Tamriel” is one of the stated goals of the Daggerfall Covenant, which to the Pact and Dominion just means “Let merchants from Wayrest and Sentinel dominate all trade.”



According to the "Vampires of the Illiac Bay" book the area is known to have 9 families of vampires.  Are they going to be a major threat for the Covenant in the game? – By Marcelo Abio

Let’s just say that all of Tamriel is being threatened by the schemes of Molag Bal, the Daedric Prince who’s also known as the Father of Vampires. The Undead are a major threat across the continent!



Will there be books in game, and if so, will the number of books be comparable to the number in past games? – By Emmy Mariner

There will be more books in ESO than in previous Elder Scrolls titles, including some that you’ve seen before – if their inclusion is appropriate to the Second Era.



Why is the alliance called the Daggerfall Convenant? What made the Breton town of Daggerfall the main part of the name? – By Orange Jammonkey

It’s an accident of history. The First, or Breton, Daggerfall Covenant was a treaty of mutual defense signed by the Breton Kings after the defeat of Durcorach’s Reachmen Horde – which took place at Daggerfall. That battle before the gates of Daggerfall was also the first major victory of the young Emeric of Cumberland.



Throughout the Elder Scrolls series, there has been enmity towards the Orsimer on the part of the Bretons and Redguard. Even though the Orsimer are a part of the Daggerfall Covenant, will we see any level of enmity towards Orsimer NPCs and Orsimer players contained in quests, quest-giver dialogue or general NPC chatter/dialogue? – By Hwrath go-Khash

A political treaty like the Daggerfall Covenant doesn’t necessarily change the attitudes of the people whose leaders signed the treaty. Some people, tired of conflict between the races, have embraced the alliance, while others still regard their old antagonists with suspicion, or even open hostility.



Are the Breton, or Menmar as known to the elves, considered as half elves? I know their ancestors were elves, but their appearance is more humanely then elvish. – By Szalmási Tamás

Though the Bretons have some Elven blood in them, both the Bretons and the Elves consider them to be humans.



Will there be quests for the Gods of Yokudan, like there were in previous games for the Divines? – By Carlos Vidal

The old Yokudan gods are definitely worshiped by the Redguards of Hammerfell, particularly the Crowns, who try to maintain the traditions of Yokuda in their new homeland. You’ll find that the priests of Redguard Divines such as Tu’whacca, Zeht, and Ruptga have an active presence in Hammerfell.



Regarding Hammerfell, what's the relationship between the Crowns and the Forebears like at the time of ESO? – By Jamie Hinson

There’s always tension between the Crowns and Forebears in Hammerfell, but when there are outside threats to contend with, the Redguards tend to draw together and focus more on their mutual enemies.



On the Facebook page and on most 'banners' we see a Nord man with war paint, an Elf woman, and then a rogue of some sort. I would like to know who or what that rogue-ish character is because it seems to me he represents the Covenant, as the Elf represents Aldmeri and the Nord represents Ebonheart. Is he a Breton? Is he an important character or is he just a placeholder? And why a rogue, why not a mage which Bretons are 'famous' for? – By Thaddeus Blasé

The Rogue in our Facebook cover photo is indeed a Breton, representing the Daggerfall Covenant.  You’ll be learning more about this character very soon!


45
The Elder Scrolls Online / ESO Video: Alliances at War
« on: January 18, 2013, 01:22:05 PM »


In The Elder Scrolls Online, the Aldmeri Dominion, Daggerfall Covenant, and Ebonheart Pact are embroiled in a full-scale war, but that was not always the case. What led each alliance to feel that war was the only option? What are their reasons and motives for fighting? Who are the key people and groups involved? In our latest developer video, “Alliances at War”, Loremaster Lawrence Schick answers these questions and more.



http://youtu.be/EDHa-77cy3I?hd=1 (Embedding disabled, limit reached)

http://elderscrollsonline.com/en/news/post/2013/01/18/alliances-at-war

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