ShadowPaladin wrote: »I don't understand why some people want to get everything in an instant.
ShadowPaladin wrote: »ICertainly, those dailies are *Time-consuming Daily Endeavours* IF(!) you are a new player and or have not done the stuff you need to get them done in 15-30min tops.
But what you all seem to forget. Those quests/enceavours aren't for the *NEW* players or the *NEW ACCOUNT* people. They are for the *have been playing for some time* folks. .
ShadowPaladin wrote: »Endeavours are forcused on two things - 1) give players a way to earn a currency to get some stuff just by playing the game and 2) give players, who are already leveled, a reason to log into the game and do some stuff, when they reached the end-game (leveled their chars, got SPs and CPs, got motifs & receipts, etc.).
And btw.. If the endeavours are too time consuming to do, especially for 15 endeavours (!!!), I wouldn't do them. Just skip, ignore them. Its less than 100 endeavour marks you loose.
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.