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Discussione: The Elder Scrolls Online

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  1. #1 The Elder Scrolls Online 

    14 April 2013
    Guild Wars 2:
    Se a qualcuno interessa ho trovato un sunto delle notizie finora note su questo nuovo mmo; devo dire che alcune cose mi piacciono altre meno, cmq sembra un progetto interessante, speriamo sia all'altezza delle aspettative.

    Che cos'è Elder Scroll 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.

    Programma di Sviluppo

    • Zenimax Online Studios (ZOS) was formed in 2007.
    • The game has officially been scheduled for release in late 2013.
    • The official Elder Scrolls Online website launched on October 24, 2012. There is no official ESO forum at this time.
    • The game has entered closed beta, and is currently accepting applications for interested beta testers. Beta testing will feature both open and closed phases.
    • ESO is actively being tested by hundreds of developers and quality assurance personnel.

    Filosofia di Progettazione

    • 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.
    • Elder Scrolls Online will use a traditional class system rather than free-form character progression; however, any character can wear any armor type and wield any weapon type. This allows for a tremendous variety of character building options despite revolving around a fundamental class system.
    • 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.
    • Key “touchstones” of the Elder Scrolls IP will all be present in the MMO. Daedric princes, eight divines (no Talos in ESO!), constellations, and spell schools will all be familiar elements.
    • The ESO gameplay experience is designed to be “distraction based”, in that instead of following an on-rails trajectory of advancement, players explore the world and encounter quests, dungeons, and events which are strategically placed to emphasize exploration and non-guided advancement.


    • The Elder Scrolls Online will be playable on PC or Mac only, there are no plans to make it available for consoles at release.(GI10)
    • 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.(PGH1)
    • 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 and PvP battles 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. No Linux release is planned at this time.
    • ESO takes advantage of DirectX11 and the Havok physics engine. Additionally it offers support for multiple CPU cores which proves especially helpful during large scale AvA battles.
    • TES:O will be playable in both 3rd and 1st person views. The player can zoom all the way in to first person, but this may place you at a tactical disadvantage on the battlefield. Early in development, first person view was not fully developed, and ZeniMax was unsure if they were going to include a “true” first person perspective on ESO. In response to a considerable amount of fan feedback as well as their desire to stay true to their Elder Scrolls heritage, they have prioritized adding first person perspective which includes visible hands, weapons, and attack animations.
    • 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.
    • ZeniMax 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. ESO will support LUA based modifications that will allow modders to interact with the game’s systems through an API. This will allow modders to create interface based modifications like enhanced combat text or buff timers.
    • 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.

    Timeline di ESO

    • 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.

    Geografia e Province

    • 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.
    • The Elder Scrolls Online features a day/night cycle which allows time to progress naturally during gameplay. Specific details of any gameplay implications, if any, of this system are unknown, however Paul Sage has indicated that the cycle may be as long as 8 hours long, making it very lengthy by MMO standards.


    • The Elder Scrolls Online features a three alliance system, with geographically separated alliances comprised of three races each. Races are restricted by alliance in order to generate and enhance their distinct identity. Each race is physically distinguishable from each other so in world PvP players can easily differentiate friends from foes.
    • Players may not travel into the “home” areas beloning to enemy alliances. Therefore all PvP in ESO takes place within Cyrodiil. This limited exploration is intented to preserve faction identity, protect players from unsolicited PvP, and enhance replayability.
    • Each alliance’s home area is unique, and the distinct identity of a alliances native provinces helps to foster realm pride amongst players and enhance the meta-conflict which fuels the social side of a three alliance realm war. For prolonged success of the AvA meta-game within the fan community, it is very important that players can identify themselves with their alliance and alliance.
    • Players can experience the PvE areas of other alliances after completing their own alliance storyline. This mechanic scales the difficulty of PvE areas to level 50 and higher, in a mechanic labelled “50+”. Once a player completes the second full faction story arc, they can begin the third and final alliance quest line which is termed “50++”. This system dramatically extends the amount of content the game has to offer at launch, and allows for players to continue to be challenged by soloable content at a high level.
    • The Imperials constitute a 4th non-playable alliance who have made a pact with Molag Bal and Mannimarco. They serve as a NPC enemy alliance centralized in Cyrodiil, however, their influence spreads throughout Tamriel.


    • 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.

    Overall Class Design

    • All three alliances have access to the same six playable classes. There are three sets of two classes which each correspond broadly with a general playstyle and attribute type. Two classes are most naturally frontline fighters, two are adept magic users, with two more which are finesse based skirmishers.
    • Two player classes have been officially confirmed, the Dragonknight and the Templar.
    • The two magicka focused classes have been mentioned in conversation, the “Sorcerer” and the “Warden”. Additionally, the name “Nightblade” has been overheard, and may refer to one of the finesse type classes.
    • 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.
    • Players can choose between light, medium, or heavy armor, or can elect to use a mixture of multiple types. Light armor yields bonuses to spell damage and magicka regeneration. Medium armor improves a character’s use of stamina-based abilities like dodging, sprinting, or sneaking. Heavy armor grants a bonus to incoming healing recieved as well as damage absorbed.
    • 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.
    • 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.

    Character Advancement Systems

    • 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.
    • 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. Using abilities successfully in combat increases the character’s proficiency with that ability, as well as the overall skill type. Higher skill level in a given tree increases the number of abilities a character has access to within that tree. Equipping items and putting skills in your hotbar enables them to level as you defeat enemies, splitting the overall pool of experience across all of your active abilities, armor, and weapons.
    • While all classes have a basic proficiency with every weapon and armor type, advanced offensive and defensive abilities are only unlocked through advancing in the relevant skill trees and using skill points to unlock and upgrade their abilities.
    • There are seven confirmed varieties of skill trees within the game: Class, Weapon, Armor, Racial, World, Guild, and AvA. These categories are (in some cases) further broken down. Each class has three sub-trees, and AvA also features three skill trees. Unique quest based skill trees like those for Lycanthropy or Vampiriism are also present.
    • There are seven overall weapon types which the player can level and unlock special abilities: one-handed, two-handed, dual wield, one hand and shield, bow, destruction staff, and restoration staff. There are many varities of weapons within each general category, such as daggers, swords, and maces within one-handed, or fire, frost, and lightning staves within destruction staff.
    • Individual abilities can be leveled up and “morphed” into more advanced versions of the basic form. An ability can be morphed by spending an additional skill point after leveling the individual ability through five ranks. Morphing allows the player to choose between two advanced skills, and this decision can be respecialized if the player changes his/her mind.

    Class Details

    • The Dragonknight is an offensive warrior with many controlling abilities. Dragonknights emphasize direct assaults wielding fire-based spells, preferring to engage and dispatch their foes in melee. The Dragonknight has a combination of damage-dealing, damage absorbing, and stealth abilities.
    • The Templar is a stalwart defensive fighter, calling upon the power of the sun to damage foes and heal allies. Templars are less offensive than the Dragonknight, but have additional tools that are useful for survival of both themselves and their allies.
    • Sorcerers are offensive magicka wielders, channeling elemental attacks to destroy their foes. The Sorcerer class has three damage-dealing skill sets to draw from: Dark Magic grants stuns, disorients, knockbacks, and other types of crowd-control, Daedric Summoning offers combat pets, damage shields, and curses, and Storm Calling gives pure damage-based abilities.
    • Details regarding the Nightblade class have not yet been announced, but we know it will be a finesse based assasin style archetype.

    Meccaniche Generali

    • There will be a level cap of 50, and ZOS expects it to take an average player approximately 120-150 hours of gameplay to reach the cap. Reaching level 10, typically involves around 15 hours of gameplay.
    • Player characters are controlled using the mouse and WASD keys with a reticle on the screen that allows for the targeting of monsters, NPCs, or other players.
    • The sneak function is activated by pressing the CTRL key. Bonuses to the effectiveness of stealth can be acquired through leveling medium armor.
    • 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. ESO does, however, resemble a trinity system and having a party member who is specialized in taking damage is important for a balanced group. However, groups of enemies in ESO are designed so that it is not possible for a single tank to maintain the attention of every foe.
    • 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.
    • Characters can utilize an “alternate” weapon slot, allowing the player to quickly switch between weapon sets in combat.
    • Unlike in Skyrim, spells in ESO do not have to be equipped in a dedicated hand or hands, but rather may be used simultaneously with weapon attacks off of the character’s hotbar.
    • There are two targetting systems in ESO. The first is the default system of “soft-lock” targetting which essentially assists the player in aiming attacks and projectiles provided they have their reticle aimed reasonably closely to an enemy player or monster. Allow your reticle to stray too far away from your target, and your attacks will miss altogether. The second targetting system is similar to “tab-targetting”, this allows you to focus a specific enemy within a group to manually specify the target of your attacks. An important note with this system is that you are still required to aim your attacks towards your target. The tab locking simply exists to help you specify which enemy out of a crowd of multiple targets is the focus of your attacks.
    • Projectiles feature guided flight, rather than true physics detection. Therefore, your spells and arrows will seek your soft-locked target to some degree, bypassing intervening enemies.

    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. Enemy monsters will use the same combination of light and power attacks against the player.
    • 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. If you block a power attack, your target is dazed and becomes vulnerable.
    • Your weapon’s power attacks will apply certain additional properties if an enemy is currently afflicted by certain states. For example, if an enemy spellcaster is dazed after being interrupted, a follow-up power attack will apply additional damaging effects.(ESO4)
    • Double tapping a movement key allows your character to perform an active dodge, consuming some stamina in order to evade an incoming attack.
    • 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.
    • There is a system to actively swap out weapons mid-combat including the set of skills tied to that weapon. Weapon swapping costs a certain amount of stamina and magicka. This ability is unlocked at level 15.
    • A quick potion slot, activated with Q, 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.
    • Enemy creatures will work together if they cross paths and the enemy UI is smart enough to exploit the same synergies against the player. Enemies can and will team up to use their superior numbers against the player. These synergy abilities work both ways, and a successful group will have to both employ their own cross-class combos, as well as prevent their enemies from doing the same. Enemies also have have factional synergy; opponents belonging to the same political group can combine their abilities for combat bonuses unique to that group.
    • Healing abilities are avaliable as class abilities for many classes, as well as weapon abilities when using the Restoration Staff weapon type. Most heals are either radial or conal area-of-effect, although some single target healing abilities exist.


    • 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, alchemy, and soul stones will all exist in the MMO. The crafting system in ESO is discovery based, but otherwise similar to that of Skyrim. The following craft skills will be available at launch: Provisioner, Weaponsmith, Armorer, Alchemist, and Enchanter.
    • 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. Crafters will be able to make some of the most powerful items in the game, but there will be a system in place to prevent the mass production of legendary quality items.
    • Crafting materials will drop off enemy creatures and their exact function must be determined through experimentation. Each crafting component can have four different effects depending on how it is used.
    • During crafting, a primary component and secondary component are combined, plus up to three optional additive components which can be added to change the product created. The quality of each additive can be increased to produce an even more powerful effect.
    • You will earn crafting points which you can distribute between the 5 crafting skills. You can use these points to become a jack-of-all-trades and be competant, but not exceptional, in all 5 skills or you can master two of them completely.
    • Crafting is performed at special stations within the world. Blacksmithing uses an anvil and forge, Alchemy requires an Alchemist’s Lab, and Enchanting uses an enchanter’s table. Provisioning is done at a cookfire or kitchen.
    • 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.
    • Certain valuable crafting ingredients will only be obtainable from within the AvA enabled regions of Cyrodiil.


    • Questing and story progression 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.


    • 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.
    • ESO will feature 16 four-man instanced dungeons at launch in addition to it’s public dungeons throughout the world. On the first run through an instanced dungeon, you will experience it’s full story experience. On subsequent runs, you will be able to bypass the story content if desired.
    • 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 ed Equipaggiamento

    • NPCs will offer both gold and items as quest rewards, however quests do not usually give the player a choice of multiple rewards, since all classes in ESO can use every piece of equipment in the game.
    • There are no separate itemization paths for PvE and PvP gear in ESO. Gear is useful in a universal context regardless of the means by which it is acquired. 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.
    • 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 some 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 defeat. The anchors are guarded by Daedra and any able adventurers in the area can assist in killing them and destroying the anchor.
    • 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.
    • Each of the NPC guilds (Mages and Fighters at launch) has its own unique skill tree which players can advance through, unlocking new abilities unique to that guild.
    • The Thieves Guild is currently under development, but will not be included at launch.
    • The Dark Brotherhood will have a presence in the game, but whether the player can join this organization or the means of doing so are not yet known.

    Campagne PVP

    • PvP comprises a major portion of endgame content in TES:O, with a mix of open-world AvA 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.
    • Campaigns are designed to accomodate approximately 2,000 concurrent players each. The number of active campaigns will be adjusted to compensate for overall server population if necessary.
    • 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.

    Obbiettivi PVP

    • 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. The precise mechanic which crowns the emperor has not yet been announced.
    • 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. Siege weapons can be upgraded to deal more damage, or have defensive plating that enables them to better protect them from attacks.
    • 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. Attackers that successfully capture a keep inherit it in the same condition in which it was taken. Therefore, if you destroy all the walls in your attempt to sieze control, the objective you win will not be defensible until its fortifications are repaired.
    • Your ability to fast travel will be limited in Cyrodiil. You can quickly travel to major keeps your alliance controls throughout the province, but if a keep comes under attack, or if it’s supply lines are broken this ability is disrupted.
    • 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.
    • Success in the realm war is rewarded with benefits for your entire faction, yielding buffs and passive boosts which extend beyond Cyrodiil to assist players adventuring in that faction’s home provinces.

    Meccaniche PVP

    • 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.
    • 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.

    Rank di Alleanza

    • 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. High alliance ranks may give your character special titles or symbols next to your nameplate, identifying you as a considerable threat to your foes.
    • 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.


    • 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.
    • There will be a “trading post” or auction house in ESO where players can sell items. Specific details of this system are unknown, but it is likely that the exchange of commodities will be restricted on a per-faction basis.
    • The pickpocketing skill will not be a mechanic in ESO for various reasons, namely that it is a mechanic which is very fun for certain people, but not fun for everyone else.

    Weapons, Armor and Combat

    • Spears and Pole arms will not be weapons in the game
    • Proper use of the Block and Finesse systems will stun PvE enemies for 4-6 seconds and PvP enemies for about 2-3 seconds.
    • Blocking an enemy’s attack greatly increases the chance for a critical hit.
    • Weapons and Armor will have Stats that improve Magicka, Stamina, Etc.
    • Your gear will scale to your character’s body
    • There will be no targeted healing
    • Some abilities allow you to setup AOE healing in a specific spot other players can use when needed.
    • Slow-Mo kills are in the game but require you to master the finesse system and weapon trees.
    • Three armor types you can specialize in: Heavy, Medium and Light. Any class can wear any armor type.
    • Combat is much like Skyrim, click to swing your sword, more around to dodge, hold right mouse button to block with your shield or sword.
    • Dodging will also be a skill that can be learned.
    • Spells, Arrows and other Projectiles do not appear to be heat seeking.
    • Mobs will learn your abilties and attempt to take advantage of your weaknesses. Extremely smart A.I.
    • If you encounter a Daedra mob one of the Daedra can sacarfice themselves to make the others in its mob more powerful. This can be prevented by stunning.
    • Gore is in, your weapons will get bloody.
    • You can not customize armor with dyes.
    • Attacks, Sprinting and Stealth drain stamina quickly.
    • Combat is fast paced at times.
    • Any class can use any weapon.


    • You can buy Seige Weapons with Gold.
    • Supply Depots like those found in DAOC will not be in ESO.
    • The Death System gives you two options: 1) Respawn at your place of death for a penalty or 2) spawn back at a “wayshrine”.
    • You can use Lock Picking during PvP, getting attacked takes you out of the Lock Picking screen.
    • Other factions can claim strongholds during PvP. Capturing these in a “chain” will allow you to travel from each more easily. Enemies can block your movement by capturing strongholds to break your chain.

    Dungeons and End-Game

    • There is no Raiding, but players who enjoy raiding will get their fix with 50+ and 50++ content, open dungeons, dungeon extensions and adventure zones.
    • The development team has promises to give end-game players what they want.
    • Dungeons have Hard Modes, these are essential extended versions of previous dungeons. Players who beat a dungeon earlier in the game will have a chance to go back and visit new areas of that dungeon. These new areas are extensions of the previous dungeon’s story so the higher your level the more of the story and lore you’ll get access to.
    • Hard Modes also drop much better loot.
    • Players who reach the level cap and beat all of their Faction’s PvE quests will have the chance to pick a new Faction’s area to venture through, this is called 50+ and 50++ content. You only get to pick one new faction at a time. If you beat the Ebonheart Pact zone’s you then can choose Daggerfall Covenant or Aldmeri Dominion zones to quest in next. After you beat either of those you can move on to the third zone. These new zones will have much better loot than your original zone and the third zone you choose will have the best loot.
    • With 50+ and 50++ content you will not see enemy players while exploring enemy faction territories, only NPCs.
    • If you go into a public dungeon and you’re on a quest to kill a certain mob it will spawn instantly for you even if another group just killed it. This was put in to prevent mob camping.
    • Dungeons will have traps that you can use to your advantage if you’re cautious enough to spot them.
    • There are currently 16 dungeons in the game.
    • There will be no adventure zones at launch.

    Spells, Skills and Abilities

    • There are 3 major skills trees: Class, Weapon and Armor
    • From the 3 main skill trees are 6 – 7 sub-skill trees that allow you to specialize in weapon types (one-handed, staves, dual wielding, etc.), spells and abilities.
    • Lock Picking is a skill. You’re limited to 23 seconds to pick a lock, there are 5 tumblers, you have to listen for clicks to know when you can let go of a tumbler otherwise your picks will break.
    • You can steal from NPC houses but not from other players.
    • There is an accuracy component in the game, spells and arrows will need to be aimed. No Heat Seeking.
    • Players get Ultimate Abilities start at level 14. Ultimate Abilities depend on your class.
    • Anyone can be a healer if you decided to put points into your healing skill tree. The best healer will be the Templar but that does not mean other classes can not be good healers.
    • Sorcerers can Teleport but range is limited.
    • There’s an ability that allows you to grab an enemy with a chain and pull them towards you.
    • You can do all types of crafting or focus on a specific professions (depends on available points).
    • Classes have specific perks (i.e. Templars have improved healing abilities).

    Guilds and Guild Keeps

    • At launch there will be a standard guild ranking system.
    • Guilds can own keeps and can place guards, archers and possibly traps to protect their keeps. Guilds will be alerted when any of these guards get attacked and how many players are currently in the area.
    • Guild Banks, Emblems and leveling are “in the works”
    • Banners for Keeps are a “possibility”.

    The Game Itself

    • Everything is voice acted except your own character. NPC lips match up extremely well to the voice acting. Voice acting has real emotion.
    • Player customization is more elaborate than past Elder Scrolls titles; neck width, nose size, body type (skinny, fat, muscular) and much more.
    • There is a loot window that will allow you to loot individual items or everything at once.
    • There is no carrying weight limit when it comes to inventory; it’s all slot based.
    • There are inventory filters for Armor, Weapons, Misc, etc.
    • Alcohol is in the game – not sure if you can get drunk.
    • Third Person view is over the shoulder and cannot be moved. There will be first person with hands in future releases, no hands in current release.
    • The Dark Brotherhood will be in the game, just not at launch.
    • There are random events that happen in town.
    • You can sheath your weapon at any time outside of combat.
    • The graphics are better than Skyrim on ultra settings but game can be played on very low settings on much older computers. No PC hardware recommendations yet.
    • There are achievements.
    • There is dialogue which allows you to make decisions; to save the maiden or not? All decisions effect you in the future.
    • NPCs will treat you differently based on your race. Altmer show disgust towards Khajiit players.
    • Mods will be allowed but only those that do not give you an advantage over other players or improved graphics.
    • You get to play through ALL of Cyrodiil but it’s somewhat zoned.
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  2. #2  
    very interesting!
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  3. #3  

    14 April 2013
    Guild Wars 2:
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  4. #4  

    29 June 2009
    Guild Wars 2:
    Se a qualcuno interessa Alteregonline ha anche una parte editoriale in cui scriviamo un sacco di articoli, recensioni e guide dedicate al settore videogames, hitech360, cinema CGI.
    Nel caso specifico potete leggere tutte le info su questo mmorpg nella sezione dedicata a The Elder Scrolls Online

    Rispetto a molti altri siti anche italiani Alteregonline come avete potuto apprezzare da diverso tempo NON mette pubblicità nelle sue pagine ed offre articoli indipendenti, grazie ai contatti diretti con le software house ed inoltre gli articoli che scriviamo non sono striminziti, ma cerchiamo di offrire il massimo delle informazioni possibili

    Dove c'è PvP, c'è Greegan

    Insert Coin GW2 - Insert Coin SWTOR
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