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03/03/2015, 13h08 |
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[Synthèse] Data mining (11/07/2017 : Futurs Ajouts de la Boutique à Couronnes)
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Plaques de noms
Lorsque la 1.5.0 est arrivée sur le PTS en octobre 2014, on pouvait lire ceci dans les notes de version :
En regardant de plus près le code relatif au menu des réglages, j'ai découvert une nouvelle catégorie dans la partie Interface des réglages. Nommée "Plaques de noms", elle comprend les options suivantes :
http://www.reddit.com/r/elderscrolls...e_love_of_the/ |
06/03/2015, 09h28 |
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Tribus de Murkmire : Bright-Throats
By Emmanubeth Hurrent, the Pathfinders Society of Wayrest A few months ago, I asked a Miredancer elder how many tribes resided in the swamps of Black Marsh. He sat quietly for a long time (as Argonians often do) then pointed behind me. I looked back to see hundreds of torchbugs flitting between the cypress trees, piercing the gloom with flares of green and yellow light. "As many as the lights," he said. I could scarcely believe such a claim. Argonians are prone to hyperbole, so I dismissed the elder's proclamation as exaggeration. After spending more time among the natives, however, I'm starting to believe that the elder's count might be closer to accurate than I originally estimated. I have discovered at least twelve distinct tribal groups in Murkmire alone, and I'm convinced that scores more exist. Many of the local tribes are hostile, so direct contact with them is next to impossible. But I've seen far too much evidence of their existence to write them off as myth or legend. These journals will serve as a record of my discoveries as I explore the wilds of Murkmire. I shall begin with the tribe most outsiders meet first. Most outsiders who spend any time in Gideon will likely interact with several of the border tribes. The most noteworthy, however, are the "Wasseek-haleel," or "Bright-Throats." By and large, the tribe is composed of cheerful artisans who have enjoyed a fruitful relationship with both outsiders and deep-swamp Argonians. The Bright-Throats are famous for their rich music and dance tradition, as well as their preternatural talent as woodcarvers. While they make countless items, including musical instruments, kitchenware, armor, and weapons, they are most respected for their "xeech'kis," or "seed dolls." These figurines vary in size—sometimes as large as a Orc's fist, sometimes as small as a single grain of rice. They almost always depict local animals, but they also carve the seed dolls to resemble eggs or tiny Argonians. Seed dolls are highly sought after—both as protective talismans and works of native art. Cheap imitations are regularly produced by rival border tribes, but a genuine xeech-ki is easy to identify after handling the genuine article. I have purchased several in my time here. My favorite is a small turtle with amber inlays. The carver told me that the turtle is a powerful but unruly totem. I never thought of turtles as particularly unruly, but the locals would know, I suppose. I plan to purchase several more before returning to Bangkorai and eventually to my home in Wayrest. http://www.reddit.com/r/teslore/comm...s_of_murkmire/ Dernière modification par Mimiru ; 11/03/2015 à 13h27. |
10/03/2015, 13h40 |
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Ce sont dans ces cas-là que The Elder Scrolls Online vend beaucoup d'espoir et de passion pour les amateurs du "lore" des TES.
Depuis des années nous attendions de pouvoir visiter en trois dimensions et avec les qualités graphiques actuelles les différents secrets de l'Archipel de l'Automne, le lieu certainement le plus secret à portée de Tamriel, et ce fut rendu possible à un tiers par TESO. Il me tarde encore à l'heure actuelle de poser les yeux sur Alinor mais je ne désespère pas ! Désormais, c'est le très secret et l'excellemment préservé Marais Noir qui va nous apporter certains de ses secrets. Jusque-là, nous avions accès à sa partie la plus septentrionale, à cette époque simplement récupérée des mains de l'occupant ancien de Morrowind, mais tout de même altérée et assez lointaine de l'Argonie profonde dont nous pouvions entièrement rêver. L'extension "Murkmire" pourrait vraiment nous permettre de plonger au cœur de l'aspect tribal des Argoniens et de découvrir leurs... cousins respectables, les Nagas. Il me tarde en tout cas de peut-être visiter l'incontournable Gideon et tous ces autres sites jalousement tenus loin des aventuriers depuis TES 1 et 2 et leurs extensions respectives. |
10/03/2015, 13h57 |
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En faisant du datamining, je suis tombé sur des textes relatifs aux arènes PvP/BG, à la confrérie noire, à la guilde des voleurs, à la guilde des marchands, et à d'autres motifs. Je vais laisser le soin à dominoid73 de bien regrouper et rédiger tout ça, mais ce que je lis dans les fichiers de jeu me fais baver Vous devriez aimer
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10/03/2015, 23h22 |
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Tu m'en diras tant ! Je te remercie pour ce petit échantillon de toutes les merveilles qui s'apprêtent à se révéler à nous !
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11/03/2015, 00h39 |
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#511576
Invité
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Dernière modification par Compte #511576 ; 21/02/2016 à 12h31. |
11/03/2015, 03h16 |
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#511576 |
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http://www.uesp.net/wiki/Online:EsoExtractData
J'ai trouvé les écrans de chargement, mais pas encore les musiques. Doivent être dans la partie vo_en (car les chansons de bardes sont doublées) que je n'ai pas encore extrait. Dernière modification par Mimiru ; 11/03/2015 à 06h48. |
11/03/2015, 06h24 |
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je l'attend tellement cette cité impérial
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11/03/2015, 08h49 |
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Citation :
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11/03/2015, 08h57 |
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Citation :
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11/03/2015, 10h06 |
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Il y a aussi pas mal de doublons, il n'a pas été consciencieux sur ce coup-là
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11/03/2015, 10h08 |
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Tribus de Murkmire : Ghost People
By Emmanubeth Hurrent, the Pathfinders Society of Wayrest I write these words by candlelight. My entourage was on its way to Stormhold when our guide suddenly ordered us to stop. Apparently we strayed too close to "Veeskhleel-Tzel," the home of the so-called "Ghost People." Who or what are the Ghost People? Well, it took a lot of interviewing and questioning, and I had to trade more of my possessions than I would have hoped, but I finally got an answer. The Ghost People are a local tribe of Nagas, and they appear to have a rather horrid reputation, as far as I can tell. I've never actually seen a Naga, mind you, so my knowledge is fairly limited. I can, however, relate the stories I've gathered from local Argonians who were willing to talk about these strange creatures. Apparently, the Naga are an offshoot of the "Saxhleel" (this is what the Argonians actually call themselves!). They are regarded as distant cousins at best, or abominations at worst, depending on who you talk to. Descriptions vary considerably. Some say that that Nagas resemble serpents, while others describe them as frog-like humanoids of varying shapes and sizes. One of our guides even compared them to cuddlefish. They tend to be taller and leaner than most Argonians, from what I could ascertain. And some supposedly stand a head above the tallest High Elf, or so I have heard it claimed! This could all be more of the typical Argonian exaggeration, though. So, what does this all have to do with the Ghost People? Well, from what I could piece together, the Veeskhleel are unique among the Nagas in that their flesh is pale to the point of almost translucence. It sounds profoundly disturbing, but I really wish to see one of these Ghost People now! After all was said and done, here's what I learned about the Veeskhleel. The Ghost People are a reclusive and mysterious group that prefer to dwell in the bleakest and most forbidding bogs of Murkmire. They have a sour reputation as "dead stealers" and kidnappers. I asked our guide why anyone would want to steal corpses. His accent was very thick, so I only caught the gist of his explanation. Apparently, his tribe reveres the dead as vessels to the next incarnation of life. The Ghost People, on the other hand, use these stolen bodies as fertilizer for their Hists—thus robbing the afflicted tribe of the return of a future family member. The Ghost People's fascination with corpses has also spawned widespread rumors about the Naga tribe. In particular, they are accused of being practitioners of necromancy and other dark magicks. While I haven't seen any zombies in the marsh yet, I have no trouble imagining them rising out of the shallow water, covered in mud and ready to do some dark sorcerer's bidding. Now I'm anxious to leave this part of the swamp. It has an ill look to it. We should be setting out early tomorrow morning—hopefully without meeting any zombies—or Ghost People. http://www.reddit.com/r/elderscrolls...urkmire_ghost/ |
11/03/2015, 13h25 |
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Tribus de Murkmire : Black-Tongues
By Emmanubeth Hurrent, the Pathfinders Society of Wayrest Today we came across an unusual sight, a mound of empty flasks set against the base of a phossa tree. Our guide explained, "The Black-Tongues have tapped this tree." He then went on to explain that the "Kota-Vimleel," or the "Black-Tongues," is another one of the many tribes of Argonians living in the Murkmire region of Black Marsh. Unlike the belligerent Tum-Tahleel or the eerie Veeskhleel, the Black Tongues tend to be polite and soft-spoken—under the right circumstances. If caught off-guard, however, they react uniformly hostile and have been known to kill those trespassing upon their territory without hesitation or mercy. Accomplished alchemists, they often leave flasks and other alchemical tools out in the open as a warning to outsiders marking their territory. The Black-Tongues are ardent Sithis worshippers. As such, they dedicate almost all their resources to producing as many Shadowscales as possible. What is a Shadowscale, you ask? I wish I knew. Most locals simply refuse to discuss the very notion with outsiders. Argonian commoners revere them with what appears to be a combination of awe and terror, and even mentioning the name out loud seems to be a cultural taboo. A few of the less-superstitious Argonians I've met did share a few facts with, however. Apparently, the Shadowscales are members of a bizarre monastic order of highly trained assassins. Any Argonian born under the sign of the Shadow is given to the order and raised as one of these mysterious murderers. I was aghast. "Surely it's just the hostile tribes that follow this barbaric practice?" I asked. But no. This appears to be a completely ubiquitous practice. Even the amiable Bright-Throats and wise Miredancers participate in this tradition. The Black-Tongues take the obligation very seriously, however. They use their encyclopedic knowledge of swamp vegetation and wildlife to craft a powerful contraceptive called "Gloom Nectar." Drinking the potion allows the tribe to synchronize their egg-laying cycle, thus guaranteeing a huge crop of new Argonians born under the Shadow sign every year. Their alchemical prowess serves the Shadow-born well in their future professions as assassins. Black-Tongues are known to craft some of the deadliest potions in all of Tamriel. Even the Gloom Nectar will kill—if ingested by non-Argonians. And this is just more proof that almost anything found in Black Marsh will kill you under the right circumstances. While I would love to meet one of the Kota-Vimleel in person and find out more about their alchemical skills and their ties to the mysterious Shadowscales, lingering in their territory without an invitation is not a wise practice. I'd just as soon not have Viper's Bite slipped into my morning tea. http://www.reddit.com/r/teslore/comm...s_of_murkmire/ |
12/03/2015, 13h18 |
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Si la première région du jeu consacrée aux Argoniens semblait faire usage de la corde empathique pour ce peuple ô combien persécuté et aux traditions étranges quoique mignonnes, Murkmire va apparemment nous en dire un peu plus sur les habitudes un peu moins "gracieuse" de nos amis écailleux.
C'est vrai qu'il est toujours plus mignon de présenter les esclaves d'Argonie rapatriés vers le Nord et utilisés par Morriwind plutôt que les Écailles d'Ombre et le penchant général de ce charmant peuple pour Sithis. Quelques indices avaient été laissés à Fangeombre d'ailleurs pour les plus curieux d'entre nous, mais il sera intéressant d'enfin plonger au cœur de la problématique au moment où nous visiterons Murkmire ! Je te remercie pour cette troisième page sur les Tribus d'une région "prochainement" à découvrir et dont l'exotisme me passionne ! |
12/03/2015, 21h13 |
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Tribus de Murkmire : Root-House people
By Emmanubeth Hurrent, the Pathfinders Society of Wayrest We had another close call today. Despite strenuous protests from our native guide, the expedition elected to cross the Keel-Sakka River by bridge. One of our guides (a bright-scaled Argonian named Reelus) urged us to ford the river farther downstream and avoid the bridge. (For the record, I argued in favor of this plan, as Reelus has never steered us wrong.) But there are many scholars in our group who are unaccustomed to hard work and hostile environments. We very nearly paid for their comfort with our lives. It turns out that the bridge is "owned" by a tribe called the "Tum-Taleel," or the "Root House People" in the common tongue. They are a belligerent and warlike people—quick to anger and known throughout the swamp for their brutal and subjugating ways. They make a practice of attacking peaceful villages and killing or driving off the inhabitants. Then they settle into the now-vacant huts and exhaust all of the village's resources. Other Saxhleel often compare them to "burglar crabs"—creatures that eat snails and smaller crabs, and afterwards move into the empty shells. Several members of the tribe appeared in front of our caravan as soon as we crossed onto the bridge. I knew we were in danger as soon as I saw them. The Tum-Taleel are significantly larger than other Argonians I've encountered, with broad shoulders, narrow eyes, and wide, powerful jaws. They wore nothing but loin cloths and war-paint, and they wielded huge wooden clubs bedecked in feathers and splattered with dry blood. Reelus quickly stepped to the front of the caravan and began speaking in urgent croaks and hisses. I have no idea what she was saying, but the Tum-Taleel seemed to consider her words for a moment. The leader pointed at us and growled something in a low, rumbling voice. Reelus seemed disturbed by this and turned to face us. "He wants the horses," she said. It was very clear that we had no choice but to acquiesce. We cut the horses free of their tethers, four in all. The Root-House People took three of the horses, and led them off the road and into the swamp. The leader of the brigands led the fourth horse to the middle of the bridge, stepped back a few paces, and then brought down his club on the animal's skull with a sickening thud. The poor beast's head was pulped. I've never seen anything so ghastly! One of my compatriots retched over the side of the cart. Reelus wasted no time gathering the strongest of our party to push the carts to the end of the bridge. Luckily, the next village is only a half-day's push away. I think everyone will heed Reelus from now on. http://www.reddit.com/r/teslore/comm...s_of_murkmire/ |
13/03/2015, 13h43 |
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Ils auraient dû emmener un petit groupe d'aventurier,des groupes de mobs comme ça,c'est du menu fretin!
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13/03/2015, 16h31 |
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Tribus de Murkmire : Tribal Connections
By Emmanubeth Hurrent, the Pathfinders Society of Wayrest While I have learned a tremendous amount about individual tribes, I feel that I'm still missing some crucial insights on inter-tribal relations. There is a bizarre kind of fraternity here that contradicts almost everything I've seen. Despite the violent raids, the dead-stealing, and the poaching, the Argonians still look upon one another as egg-brothers and egg-sisters. For example, just the other day I saw a family of Miredancers playing teeba-hatsei with a handful of Tum-Taleel raiders. This was only a few hours after a violent clash claimed the life of one of the Tum-Taleel. I've never seen the like. It's as though there's an enforced forgetfulness, or a culture of exceptional forgiveness that defines all inter-tribal relationships. At least some of this fraternal behavior must be rooted in their shared racial narrative. The tribes of Black Marsh have had to set aside their differences on countless occasions to repel invaders from Morrowind and Cyrodiil. They also seem to understand how much they rely upon one another—far better than most men or mer I've met. The Tum-Taleel recognize that they need other tribes to create homes and goods for them to steal. The Miredancers know that they need the Tum-Taleel to defend their borders and fend off the larger swamp predators. The Black-Tongues know that they need the Hee-Tepsleel to raise the crops they use in their alchemical brews. The Bright-Throats know that they need the Black-Tongues' Shadowscales to enforce "swamp law" upon crooked outsiders who disrupt honest trade. And on and on it goes. Religion also plays a role. I asked my friend, Eutei, how they could be so forgiving. He made specific reference to their nebulous belief in reincarnation. "We are all people of the root," he explained. "A Black-Tongue may become a Miredancer in the fullness of time—and a Miredancer a Black-Tongue. Only the Hist knows such things. To hate each other is to hate ourselves. And what profits a Saxhleel to hate himself? Better to forget and move on." After some contemplation, I can't help but think that we could all use a little forgetfulness every now and again. |
16/03/2015, 14h01 |
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Nouvelles options PvP
All information contained in this post should be taken as pure speculation. None of the information here has been provided, presented or verified from Zenimax Online Studios. It is one man’s effort to find all relevant information scattered around the crevices of the internet. By now most of you have seen the 3v3v3 PVP that ZOS offered at the conventions last year. In case you missed it, here is the championship from Quakecon: https://www.youtube.com/watch?v=HMzrkRluWbU This battle took place on a map called Colovian Crossing. It is quite a simple map with three spawn areas and a simple flag at the center which the teams vie for control of. This game-play in and of itself is somewhat boring and ZOS said it was simply put together to allow convention goers the opportunity to hop into the game and fight each other; however this set off a clamoring and want within the ESO community for smaller scale PVP options. So what else does ZOS have in store for us in the form of alternative PVP options? In a recent Reddit AUA, user rophez asked the team, “Can we hope for a PVP arena DLC?” Creative Director, Paul Sage, replied with: Citation :
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“Capture The Flag” Game Modes Paul called this one out directly in his answer in the AUA. This is regular old “Capture the Flag” except an interesting 3-way flag experience. Here is what a flag carrier could potentially look like. Citation :
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Small-Scale Siege Warfare In Paul’s answer he said “ESO Style battlegrounds”. ESO would seem to be primed for the opportunity of siege warfare on a smaller scale. As an example, picture a singular fort on an island with a lumber mill, mine, farm and other objectives. The mechanics would work similar to to Cyrodiil with all the action confined to a much smaller enclosed space. There could be up to three of these maps as there exists three new XP buffs found for AVA. They are Balfiera Ownership XP bonus, Topal Ownership XP Bonus and Velothi Ownership XP Bonus. So the possibility for three strategic parts of Tamriel that provide an XP boost to the alliance that controls it. Interesting. Here is a map for the potential “Balfiera Keep and Resources” Battle Ground: http://i.imgur.com/8DE4hxU.jpg Citation :
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Possible Gameplay Types/Options:
Potential Battle Grounds In Development:
http://www.reddit.com/r/elderscrolls...coming_to_eso/ |
17/03/2015, 10h49 |
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C'est beaucoup d'intéressante spéculation. J'aime beaucoup le concept des "trois sites influents de Tamriel" avec l'île de Balfiera, la baie de Topal et les Montagnes Vélothi, des zones de guerre stratégiques qui me rappellent beaucoup celles de The Secret World où il s'agit justement de comptabiliser les victoires des différents camps, à différentes occurrences et dans chacune pour bien déterminer les "possesseurs" de ces précieuses zones-ressources.
Il y a en tout cas beaucoup de potentiel dans toutes ces idées. Il y a ainsi très largement moyen avec tous ces "minis-jeux PvP" de procéder à des événements ponctuels dans une petite instance qui présenterait des roulements de styles de jeux dans le même décor, à la manière parfois de Rift et de ses cartes PvP qui peuvent se jouer de différentes manières selon les saisons et les intentions des développeurs. En tout cas, il faut bien admettre que pour l'instant c'est en effet un gros chantier et que tout ceci n'est que pure spéculation, oui. Pourtant, il y a là l'impression d'un gros effort en arrière-plan de la part des développeurs et leur posture de recherche est très enthousiasmante pour la suite. Cyrodiil n'en est pas encore au point de me lasser, mais je ne suis clairement pas contre quelques plaisirs plus variés; la Cité Impériale déjà, j'en suis sûr, saura nous proposer son lot de conflits et indirectement ses batailles à l'extérieur pour en obtenir la provisoire possession. |
18/03/2015, 04h30 |
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Boutique à Couronnes - Ce qui arrive dans les prochains mois
Today I will focus on what ALREADY has Crown Store imagery. These items, it would stand to reason, should be next to make an appearance in the Crown Store. Based upon the shear amount of items that already have graphics, I would say these should easily cover Crown Store additions through console launch and perhaps beyond. ZOS has said they will add new Crown Store items about every 30 days. Some of the items are a de-bundling of older "packs" such as the Imperial Edition items. It also appears as though ZOS will be offering some of the costumes currently only available in packs as stand alone items for purchase. And yes FOUR new cat mounts for those jealous players. New Consumables - Album
New Mounts - Album
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20/03/2015, 14h59 |
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Les 210 écrans de chargement présents dans la 2.0.1
http://imgur.com/a/g6u2n Source : http://www.reddit.com/r/elderscrolls..._201_some_dlc/ |
22/03/2015, 14h15 |
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