Dungeons and Raids?

Post » Fri May 29, 2009 8:12 am

I was wondering about like if you gather a party you could get a group of friends and raid a bandit camp or a Robo facility for usefull things (like, AID, Crafting suplys, weapons,armor etc....) or just the fun of lvl'ing. Im thinking there will be because it would'nt be a mmo without it and it would'nt have that Fallout feel to it. Plus im wondering will we see places from Fallout 3 and 2?
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Jonathan Egan
 
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Post » Fri May 29, 2009 3:40 pm

I assume there will be instanced dungeons of various sizes.

I hope they will realize that dungeons made in the leveling ranges see little use and instead save the dungeons for when people reach the level caps.

Implementing quests where the player teams up with other players or NPCs if no players are available to learn the ins and outs of group play could be put in to teach players about group interaction untill the leveling cap comes out.

i.e. Imagine a quest where you have to dps a enemy who will kill you in one shot, however you have an NPC with you who will tank the enemy. Basically teaching the player about threat management.

The same could be done for healing, tanking, crowd control, kiting, spell interuption etc.
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Rachyroo
 
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Post » Fri May 29, 2009 3:57 pm

in that case im wondering how healing will be done.. Run up to the tank and splash water on him? Really curious about how gamesas will solve this :) In gaming terms... Life's a die, then you bich.
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josie treuberg
 
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Post » Fri May 29, 2009 2:16 am


stimpacks? If you got NPC with you, just give him some stimpacks and tell him to use them whenever he gets below x% hp :/ Image
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Damned_Queen
 
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Post » Fri May 29, 2009 9:32 am

I'd like to see a limited use of instancing. Instances spoil the atmosphere and community of MMO's. I'd be all for multiple instances of dungeons(or whatever they are called in FO) with population caps. That way you can still support large numbers of people but not lose that atmosphere of competition that I would imagine should be present in a post apocalyptic world where everyone is fighting for survival.
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Ricky Rayner
 
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Post » Fri May 29, 2009 2:17 pm



I'd like to expand on this and say if there ARE low to mid level instances, it'd be nice if they and their loot were scalable to level.

Basically, 'level 15 instance, hit level 16, run it at level 16 with difficulty and rewards to match the level 16 stuff'.

And then so forth and so on until you hit the level cap and can now run any instance in the game on-level.
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Nick Pryce
 
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Post » Fri May 29, 2009 1:25 am

To the people advocating making instances hard to get into or group up for:

Getting a group and an instance should not be the challenge, the actual instance itself should be the challenge.

Id like to see progression look like this:

Tier 1: present when shipped

5 dungeons with hardcoe mode that is unlocked after completion of the instance on normal mode, these dungeons are designed on normal mode for someone fresh to the level cap.
1 one boss 10/20 man raid with hardcoe mode designed to give people their first taste of a large group
1 large multiwinged 10/20 man raid with hardcoe mode
1 three boss 10/20 man raid with hardcoe mode designed to be quiet challenging, with final boss requiring full gear from the multiwinged raid

Gear progresion of Tier 1

5 man dungeons for intial gearing out of low grade gear
5 man dungeons on hardcoe mode after gearing up in 5 man dungeon gear
10/20 man raids requiring 5 man hardcoe mode gear
10/20 man raids on hardcoe mode requiring 10/20 man raid gear

Tier 2: First content patch

3 Five man dungeons giving gear close to the non-hardcoe mode raid gear (Allowing people to catchup to the current content)
3 Five man dungeons on hardcoe mode giving gear close to hardcoe mode raid gear.
The raid sizes and specs dont matter at that point only in that the raids require gear either from the Previous Tier of non-hardcoe gear or the new Five man dungeons.

In short, Dungeons should be aimed primarily at gearing/teaching players how to interact at the level cap, not level grinds.

hardcoe modes should be put into place they will at the 5 player level further teach group tactics and at the Raiding level add challenges to those who wish for them.

Also while the numbers of players was set by my experience from before, they dont matter except that they should flow naturally. A small Raid consists of 2 dungeon groups and a big raid instance is made up of 2 Raid groups aka 5 to 10 to 25 is asinine since the numbers dont flow, you cant just group 2 10 mans together and if you have 3 ten mans 5 players are left out.
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Eve(G)
 
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Post » Fri May 29, 2009 2:10 pm


stimpacks? If you got NPC with you, just give him some stimpacks and tell him to use them whenever he gets below x% hp :/

Yeah, give the tank a hundred stimpaks with no cooldown whatsoever and he'll never run out of health indefinitely. lulz
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Oyuki Manson Lavey
 
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Post » Fri May 29, 2009 4:07 am

In my opinion FO shouldnt be "instance" mmo like wow. Main focus should go to pvp small/big corp /alliance.

The "instance" system could be similar to EvE online.

EvE (anomaly) - short type od space encounters ( some stuf/cash) - in FO traweler will be able to find small riuned military base/ect where wiell able to obtain stuff to craft/cash

EvE (complex) - hard encounter with better stuf/cash - in FO zone for party/raid 5-10 man, stuff to craft tech 2 gear/some paterns for crafter/items - should be well guarded by npc


In Eve those anomaly/comples You need to scan - in FO "anomaly" - tit should be random encounters find by trawel in world, "complex" - in my opinion it should be find only by study old maps/books/records

Tiers - no i dont want see WoW 2
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Jack
 
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Post » Fri May 29, 2009 2:27 pm

Red Dead Redemption multiplayer manages a group run into Gang Hideouts without needing tanks or healers.
I'm expecting FO to be much more complex and challenging OFC, but it atleast gives an idea that it can be done.
Personally I'd like to see instances/ group quests/ open missions every few levels. They are a great way to learn how your abilities interact with others, and open up new ways to play.
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Tom
 
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Post » Fri May 29, 2009 1:26 pm

Dungeons and raids sounds too much like WoW ;) But I like games where you have areas or instances where you can go in and "have fun", do quests etc. That subway in Anarchy Online was great, I probably spent my first 25 levels in that place alone.

But I agree on the fact that there should be party caps, so that you cannot go as a 100 man gang and just finish the instance in 3 minutes. But, if you can be in a party with 20 people, then all should be able to attend the instance IMO, because it just plain svcks to get left behind.

Group quests are what makes an MMO, it's what ruined Fallen Earth (personally) for me, because I never had any friends to play with because you could just do it all by yourself.
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Esther Fernandez
 
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Post » Fri May 29, 2009 10:58 am



i assume 'Red Dead Redemption' dont have chars with ST10 EN10 with twice the HP and power armor so yes vs someone with PE10 or AG10 playing the sniper or sneaking type he will be considered the "tank"... nor do they have stimpacks...

but i hope they add cover system and building and other ideas to make it more tactical.
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Heather Stewart
 
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Post » Fri May 29, 2009 8:35 am


stimpacks? If you got NPC with you, just give him some stimpacks and tell him to use them whenever he gets below x% hp :/

if there was a need for the basic tank/healer/dps schite there would be a need for much better solutions than this imo. for example: the tanks use heavy plate armor, making the healer a sort of engineer with a repair gun who repairs the tanks armor and not the health of the person. there are quite a few ways to solve this but hopefully there wont be a need for it. im hoping the game will be more pvp oriented where u have to rebuild the world and claim your territories In gaming terms... Life's a die, then you bich.
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Beast Attire
 
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Post » Fri May 29, 2009 4:11 pm

AS i like pvp more than pve i think it would be fun to have, if not all some, dungeons or raids that can be invaded by other parties, lets say the dungeons needs 6 players so it can be invaded by one other 6 man party. Then if you defend or invade succesfully you get rewarded
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Red Sauce
 
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Post » Fri May 29, 2009 2:01 am

It'd be pretty awesome if we had some significant bosses in the open world or some such for PvPers to fight over.
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lacy lake
 
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Post » Fri May 29, 2009 9:18 am



Those dont seem to work out to well, they often require two or more groups one or more to fight off the opposing faction and one to actually kill the boss.

Then it becomes a squabble, who deserves a shot at the loot, the group that killed the boss or the group/s who protected the raid.

I used to be a big fan of it, but then realized I only was because my guild was the biggest on the server and that for anyone not in a big guild rarely got a shot at those bosses because of logistics.

A lot of the posts here dont seem to realize as of recently PvP will be consent based so the game, rightfully so, will not be PvP centric, it will include PvP as an aspect but not as the focus. And having played EQ, FF11, and WoW I can tell you that the best PvE set up was a mix between WoW: The Burning Crusades Dungeon System and WoW: Wrath of the Lich King's raiding system.

Tanking, Healing, and DPS roles as they exsist in WoW are fine. Since all three roles are viable in Solo and PvP content as well, in fact Fallout Online can do a better job since they can learn from the balance problems that plagued WoW even recently.
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Angela Woods
 
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Post » Fri May 29, 2009 6:17 am

I think they're a must.

Group PvE and instanced to keep outside influences down.

Lotta cool options in a game like this and the dungeons and raids can be as elaborate as the Devs can imagine.

The idea of a caravan moving across the wasteland with raiders attacking along the way strikes a note. The potential to make it a PvP mini game is there as well.
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Chris Cross Cabaret Man
 
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Post » Fri May 29, 2009 2:49 am

Yeah I'm guessing people will use stimpacks and what not as "potions". The healer "class" will probably be running up to people and using medical kits and what not. Perhaps there will be mutations and give you a ranged healing ability or like a tranquilizer gun that shoots darts loaded with healing stim-pack juice.
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Poetic Vice
 
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Post » Fri May 29, 2009 5:10 pm

i hope not, i hope stimpacks will be rare and ppl will have to relay on medics for help or outdosrman skill for food to slowly regain health.
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lolli
 
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Post » Fri May 29, 2009 9:13 am

Some ideas: (some may be impossible to program)

1. Lots of control over the instance u want; where?, how hard?, how long?, pvp allowed? etc etc
2. Random map instances.... you choose the location, e.g. downtown DC. and the game whips up a few streets, buildings, mobs and plot or 2. Part of the fun of these games is exploring new areas, so newly created maps would cater for that.
3. The option to 'save' a map and go back later. For example, u might be going solo and come across a locked door... but you're not a lockpicker, now u can come back later WITH a friend/companion that can lockpick the door!
4. Maybe a note was in a desk in the room u just went back to lockpick. The note gives u a lead on where *something* might be stashed. BAM: Map marker added with that cool 'new quest' noise from FO3 (read: new random instance just created somewhere in the world just for u). It might be this lead takes u thru several instances b4 u reach the end, or u could give up and give the note away...
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Joanne Crump
 
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