I wanna ask the veterans of ESO: how do you like Craglorn? What are its most glaring issues? Would Craglorn be 'fixed' simply by rescaling it (or by VR removal)?
It needs to be scaled in terms mob numbers.
A zone that can't be 90% soloed is a dead zone.
So, to fix Craglorn, they need to remove or reduce the Group Requirement, and increase the experience earned to be in line with Wrothgar/Hew's Bane activities. Not much really.
YES, drop it, adventure zone is a joke.It needs to be scaled in terms mob numbers.
A zone that can't be 90% soloed is a dead zone.So, to fix Craglorn, they need to remove or reduce the Group Requirement, and increase the experience earned to be in line with Wrothgar/Hew's Bane activities. Not much really.
Is soloability a requirement for a new zone? If so, what would make an Adventure Zone stand out from a normal zone? Should they drop the idea of Adventure Zones altogether or redefine it?
Would the group requirements be less annoying if they were less 'static', i.e. more on-the-fly similar to how public dungeons work? Would public quests similar to high-end 'dynamic events' in Guild Wars 2 be an option for an Adventure Zone?
Hello ZOS and fellow forumpeeps,
we all know the wails of new players who reach VR and see Craglorn and are like: what's that? - only to find out there's not much going on there anymore. I know firsthand how hard it is to find a group to enjoy the content. Craglorn, ESO's first adventure zone, was initially an update to cater to ESO's finest and the people of the highest level, and people who wanted to have quests designed for group play. Veteran Ranks have caught up with the zone however, and VR16s have no real reason to go there apart from sightseeing.
A long time ago, at Quakecon 2014, ZOS showed us Murkmire, supposedly the new adventure zone. No news since.
I wanna ask the veterans of ESO: how do you like Craglorn? What are its most glaring issues? Would Craglorn be 'fixed' simply by rescaling it (or by VR removal)?
I wanna ask everyone of ESO: what do you feel an 'Adventure Zone' should look like? Is another 'Adventure Zone' something ESO needs, aimed at high-level group players, or should this audience be content with dungeons and trials?
What lessons should ZOS take from Craglorn's successes and failures?
YES, drop it, adventure zone is a joke.It needs to be scaled in terms mob numbers.
A zone that can't be 90% soloed is a dead zone.So, to fix Craglorn, they need to remove or reduce the Group Requirement, and increase the experience earned to be in line with Wrothgar/Hew's Bane activities. Not much really.
Is soloability a requirement for a new zone? If so, what would make an Adventure Zone stand out from a normal zone? Should they drop the idea of Adventure Zones altogether or redefine it?
Would the group requirements be less annoying if they were less 'static', i.e. more on-the-fly similar to how public dungeons work? Would public quests similar to high-end 'dynamic events' in Guild Wars 2 be an option for an Adventure Zone?
RinaldoGandolphi wrote: »Sadly ESO problem is trying to ahrd to be like the single player games and in doing so lost its identity...any zone thats 90% solo in an MMO is a failure.
[...]
ESO will always be stunted as long as it caters to single players...its the biggest thing. ZOS is so good at creating good group qaulity content but that skill is currently being wasted...
sirrmattus wrote: »Hello ZOS and fellow forumpeeps,
we all know the wails of new players who reach VR and see Craglorn and are like: what's that? - only to find out there's not much going on there anymore. I know firsthand how hard it is to find a group to enjoy the content. Craglorn, ESO's first adventure zone, was initially an update to cater to ESO's finest and the people of the highest level, and people who wanted to have quests designed for group play. Veteran Ranks have caught up with the zone however, and VR16s have no real reason to go there apart from sightseeing.
A long time ago, at Quakecon 2014, ZOS showed us Murkmire, supposedly the new adventure zone. No news since.
I wanna ask the veterans of ESO: how do you like Craglorn? What are its most glaring issues? Would Craglorn be 'fixed' simply by rescaling it (or by VR removal)?
I wanna ask everyone of ESO: what do you feel an 'Adventure Zone' should look like? Is another 'Adventure Zone' something ESO needs, aimed at high-level group players, or should this audience be content with dungeons and trials?
What lessons should ZOS take from Craglorn's successes and failures?
Just because you hit VR1 doesnt mean you can go to crglorn and have a good time. You will get owned by the mobs there. You need to be at least VR5 and be geared out pretty good. GL.. Your better off in wrothgar or hews bane
Is soloability a requirement for a new zone? If so, what would make an Adventure Zone stand out from a normal zone? Should they drop the idea of Adventure Zones altogether or redefine it?
Would the group requirements be less annoying if they were less 'static', i.e. more on-the-fly similar to how public dungeons work? Would public quests similar to high-end 'dynamic events' in Guild Wars 2 be an option for an Adventure Zone?
Hello ZOS and fellow forumpeeps,
we all know the wails of new players who reach VR and see Craglorn and are like: what's that? - only to find out there's not much going on there anymore. I know firsthand how hard it is to find a group to enjoy the content. Craglorn, ESO's first adventure zone, was initially an update to cater to ESO's finest and the people of the highest level, and people who wanted to have quests designed for group play. Veteran Ranks have caught up with the zone however, and VR16s have no real reason to go there apart from sightseeing.
A long time ago, at Quakecon 2014, ZOS showed us Murkmire, supposedly the new adventure zone. No news since.
I wanna ask the veterans of ESO: how do you like Craglorn? What are its most glaring issues? Would Craglorn be 'fixed' simply by rescaling it (or by VR removal)?
I wanna ask everyone of ESO: what do you feel an 'Adventure Zone' should look like? Is another 'Adventure Zone' something ESO needs, aimed at high-level group players, or should this audience be content with dungeons and trials?
What lessons should ZOS take from Craglorn's successes and failures?
read ZOS's statement, ESO is not a MMO, its an online TES. That tells you clearly what the direction is.
tinythinker wrote: »read ZOS's statement, ESO is not a MMO, its an online TES. That tells you clearly what the direction is.
Read it again , it is not a *typical* MMO, but that really just means MMOs keep changing and "typical" isn't "typical" anymore unless a player wants a "new old school" game, in which case CU is the way to go.
There is still room for group content done properly, and ZOS has a chance to experiment and figure out a winning formula for such content. They have solo stuff well in hand and those who enjoy it will have a steady supply. I ZOS can learn their lessons and also make group content fun, accessible, and rewarding, particularly for players who are normally inclined to solo-questing, they will be positioned very well in the MMO market for the long term.
WalkingLegacy wrote: »tinythinker wrote: »read ZOS's statement, ESO is not a MMO, its an online TES. That tells you clearly what the direction is.
Read it again , it is not a *typical* MMO, but that really just means MMOs keep changing and "typical" isn't "typical" anymore unless a player wants a "new old school" game, in which case CU is the way to go.
There is still room for group content done properly, and ZOS has a chance to experiment and figure out a winning formula for such content. They have solo stuff well in hand and those who enjoy it will have a steady supply. I ZOS can learn their lessons and also make group content fun, accessible, and rewarding, particularly for players who are normally inclined to solo-questing, they will be positioned very well in the MMO market for the long term.
Feed into the hype.
They're trying to nickel and dime the TES experience without giving us a real TES experience or a good MMO experience.
WalkingLegacy wrote: »tinythinker wrote: »read ZOS's statement, ESO is not a MMO, its an online TES. That tells you clearly what the direction is.
Read it again , it is not a *typical* MMO, but that really just means MMOs keep changing and "typical" isn't "typical" anymore unless a player wants a "new old school" game, in which case CU is the way to go.
There is still room for group content done properly, and ZOS has a chance to experiment and figure out a winning formula for such content. They have solo stuff well in hand and those who enjoy it will have a steady supply. I ZOS can learn their lessons and also make group content fun, accessible, and rewarding, particularly for players who are normally inclined to solo-questing, they will be positioned very well in the MMO market for the long term.
Feed into the hype.
They're trying to nickel and dime the TES experience without giving us a real TES experience or a good MMO experience.