What is your Problem?
Game runs - Loadtimes are short to very short.
Vivec is, as usual, full of People.
Mayhem campaigns still on, Blackreach empty, Gray Host empty, PvE content is dead either (group finder/dungeon finder can't find anything interesting at all)
My problem is: they still did not remove temporal campaigns, nothing to do in the game, i guess all 24 million player right now chilling in Vivec, if you say it's full of people
spartaxoxo wrote: »spartaxoxo wrote: »ESO_player123 wrote: »"ESO_player123 wrote:Leads are one of the ways to entice long term players to revisit old content. Where do you propose to put them instead?
Yes, we want to keep old content fresh.
After leaving a dungeon, I found a lead sparkling on the ground. There were many of these sparkling leads in High Isles. Perhaps more of that.
Just...on the...ground? Look, maybe in rare circumstances, but that sounds so incredibly boring to me. I know there are some people who have no interest in challenge but this is a game, and for a lot of people, most people I believe, a game requires motivation. Leads are a form of motivation. Leaving them on the ground is completely removing one of their primary purposes for existing.
Yes on the ground. Not in easy to find places.
10 for an Alchemy station
10 for a provisioning station
I won't spoil the hunt for others by saying where I found them. There might be more out there that I haven't found yet.
I understand the desire for challenging content. I do not understand what is challenging for a CP2k+ to fight in a delve or public dungeon in the original alliance maps. Creating a new character would bring these folks back to the starter maps. But that seems to be part of the problem. After creating a new character the player wants to instant level them to 50 so they can slap those CPs on it and take it to where ever else they play.
What would you suggest be done to help new players have an enjoyable start to their experience with this game?
Sorry, are you implying that overland is not meant for veteran players? As something of a veteran with about 1700cp, overland is the entire reason I'm here. ESO is a TES game, and TES has always been about what we consider "overland content". So if overland isn't fun, I'm not interested in playing, but I know this game has potential and so here I am campaigning for improvements. I would spend so much more time in ESO if overland were actually challenging enough for me to enjoy.
I don't understand why certain people seem to take this stance, as if overland simply should not be played by vets. It is the essential TES experience in ESO after all. Overland simply needs to be made enjoyable for vets, and I'm sick to death of people saying "go do raids or dungeons" because that's not why I'm here and it's not what TES has ever been about prior to ESO. It's good content for those who want it, but it's only another component of the game, not something that should be an expected and required step along the path. Certainly, there are plenty of people who don't feel it necessary to engage with that content.
With regard to the new player experience, I am not here to discuss that and I'm not sure why you even brought it up. As far as I'm concerned, new players are fine in overland.
I am not implying that overland is not meant for veteran players. When it was written: " I know there are some people who have no interest in challenge but this is a game..." I stated: "I understand the desire for challenging content. I do not understand what is challenging for a CP2k+ to fight in a delve or public dungeon in the [starter zones.]"
I am addressing specific behavior of some players in that level area. Those who's behavior is disrupting the quest progression of other players. I am not saying that some have more rights to play in that area than others. My discussion is looking for a solution to the conflicts not make excuses for any parties behavior or attitude and certainly not looking to determine who has a right to be where.
Let us discuss what can be done to allow lower level players to do that quest without competing with players who are high enough level to one-hit the boss or mobs.
There is no challenge for a CP 2K+ player in a delve of public dungeon. They are there farming for a lead, finishing a daily, completing an endeavor. If you are proposing to removing these reasons, people will simply not return to those places. Why would they?
Actually, this whole thread is about making them more challenging. How ZoS is going to implement that I have no idea. I just hope that it will be optional.
They basically already confirmed that it will be optional. They don't make absolute statements prior to launching things. But that they gave that confirmation that it's what they're "looking into" means it is very low chances of it being anything but that.
I don't think vet options would prevent people from farming drops on a normal mode though. The drops are meant to be farmed and they are high value. They are their to entice people to farm and they work.
Sure, but does it actually matter? I don't personally care about people farming. It's been part of MMOs for decades and no manner of vet overland challenge implementation will change that. Fortunately, anyone who is interested in farming will figure out one of the primary farming locations and go there. If that happens to be where you want to be in that moment and you're not interested in farming, that sucks I guess, but it's temporary, and there is so much more of the world to experience. It's practically a non-issue as far as I'm concerned.
No, I don't think it does either. I don't think agree there is a problem to solve. I'm of the belief that someone else getting to a delve before you did is an inconvenience and mildly annoying at times. But if they're going to be there a while, you can always come back later. In a shared environment, it is first come, first serve. I mean the royal you, FYI, not anyone in particular. I think we're close to the same page on that point.
I'm just saying that I don't think that they could solve that problem, even if they wanted to, short of eliminating the playstyle entirely by not having any rewards in overland outside of the quests.
I'm thinking it could be an idea to make Fatecarver a cheap ultimate, like Death Stroke or Dawnbreaker, and then having the current ultimate be made a base skill instead, like the Lep Seclusa final boss, where the watcher spawns above his head before shooting at enemies. Could be an interesting take on a class ground aoe, make it a standard ground aoe but with the one morph being able to be freely moved like the ultimate. Could be a fun way to keep the same tools in the kit, but make it less weighted on the class having to beam so frequently.