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I think Craglorn should be Veteran Rank 1

Valn
Valn
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What drove many of the people in my guilds away was the veteran ranks, the grind, being forced to quest through the other factions in order to go to end game (craglorn)

Keep veteran ranks 1-12.

Make everything in craglorn veteran 1, and with the dungeons and trials, make those with level bands like

1-5
6-10
11-12

This means if you wanna do a trial and you're veteran rank 7, you can only group up with people who are level 6-10. The trails mobs and bosses will be scaled up to the group average or something.

Right now craglorn is just a place to grind veteran ranks, I see level 4 veterans grinding bosses just to get the boring grind process out the way and have a chance to experience craglorn without being forced to do the other faction areas.
  • crislevin
    crislevin
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    this would be related to my post here http://forums.elderscrollsonline.com/discussion/108562/forcing-group-in-craglorn-makes-the-content-inaccessible-zos-please-consider

    if Craglorn becomes V1, V1 players will be buried jumping in. Every mob consist of 5+ monsters, with healers and archers. Unless they adjust that that solo players can actually progress, the content is not accessible. Making it V1 would probably get people to quit faster than they can say "wtf".
  • Valn
    Valn
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    crislevin wrote: »
    this would be related to my post here http://forums.elderscrollsonline.com/discussion/108562/forcing-group-in-craglorn-makes-the-content-inaccessible-zos-please-consider

    if Craglorn becomes V1, V1 players will be buried jumping in. Every mob consist of 5+ monsters, with healers and archers. Unless they adjust that that solo players can actually progress, the content is not accessible. Making it V1 would probably get people to quit faster than they can say "wtf".

    I thought craglorn was mostly an area to quest in a group?
  • crislevin
    crislevin
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    Valn wrote: »
    crislevin wrote: »
    this would be related to my post here http://forums.elderscrollsonline.com/discussion/108562/forcing-group-in-craglorn-makes-the-content-inaccessible-zos-please-consider

    if Craglorn becomes V1, V1 players will be buried jumping in. Every mob consist of 5+ monsters, with healers and archers. Unless they adjust that that solo players can actually progress, the content is not accessible. Making it V1 would probably get people to quit faster than they can say "wtf".

    I thought craglorn was mostly an area to quest in a group?

    At the moment, yes. I simply question why that is the case.

    There are so many Tamriel Explorers, solo players, quest completionists, making a whole zone grouping only (practically), will just make it inaccessible for them. I don't think thats the right way to implement new content, nor dealing with a new veteran player.
  • pborerb16_ESO
    pborerb16_ESO
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    Well, Craglorn anyway seems to be geared towards some kind of "power players" who daily play intensely for hours, for only those will have reached VR10 by now. Myself, I've played the game starting with the first day of early access (and in beta before) and do not think that I'm a particularly infrequent player - and still my main char has only reached level 47 by now (I have an alt I don't really play). So, when will I reach VR10? As I assume that VR 1 to 10 takes about double the amount of time of level 1 to 50, maybe in four months or more.

    I do not think that's unusual and would assume that players who already have access to Craglorn are in the minority. I wouldn't say that this is necessarily bad, but in my opinion it somehow clashes with the "Craglorn is here! Explore Craglorn!" kind of advertising. I will probably explore Craglorn - in a few months time, and if I find a nice group for it then :)
  • PBpsy
    PBpsy
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    Well, Craglorn anyway seems to be geared towards some kind of "power players" who daily play intensely for hours, for only those will have reached VR10 by now. Myself, I've played the game starting with the first day of early access (and in beta before) and do not think that I'm a particularly infrequent player - and still my main char has only reached level 47 by now (I have an alt I don't really play). So, when will I reach VR10? As I assume that VR 1 to 10 takes about double the amount of time of level 1 to 50, maybe in four months or more.

    I do not think that's unusual and would assume that players who already have access to Craglorn are in the minority. I wouldn't say that this is necessarily bad, but in my opinion it somehow clashes with the "Craglorn is here! Explore Craglorn!" kind of advertising. I will probably explore Craglorn - in a few months time, and if I find a nice group for it then :)

    You will also probably find it less buggy more balanced and less populated by grinders. In conclusion you win. At the moment you still have plenty of content to go trough and Craglorn isn't quite necessary.
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  • Nox_Aeterna
    Nox_Aeterna
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    Craglorn should have being added from lvls 1-10 vr for groups , with no vr11/12.

    This way people that did not want to deal with the forced solo of the questing , could just do craglorn in their groups and lvl.

    Instead they made it a forced group content for you to lvl vet11/12 , that ofc , tons of players dont want to do and thus zerg the crap out of it , like i do and dont intend to change at all.

    What zen must understand is that players like options , not to be forced into a path , be it group or solo. Forced solo instances is a great idea , for solo trails/quests/achivs that are out of the main path of lvling , people then can spend their time having fun trying those or just keep lvling with their friends and do the content also optional for groups.

    Give the players options to pick from , not unnecessary restrictions.
    Edited by Nox_Aeterna on June 7, 2014 5:21PM
    "Never attribute to malice that which is adequately explained by stupidity."
    -Hanlon's razor
  • Phantorang
    Phantorang
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    crislevin wrote: »
    Valn wrote: »
    crislevin wrote: »
    this would be related to my post here http://forums.elderscrollsonline.com/discussion/108562/forcing-group-in-craglorn-makes-the-content-inaccessible-zos-please-consider

    if Craglorn becomes V1, V1 players will be buried jumping in. Every mob consist of 5+ monsters, with healers and archers. Unless they adjust that that solo players can actually progress, the content is not accessible. Making it V1 would probably get people to quit faster than they can say "wtf".

    I thought craglorn was mostly an area to quest in a group?

    At the moment, yes. I simply question why that is the case.

    There are so many Tamriel Explorers, solo players, quest completionists, making a whole zone grouping only (practically), will just make it inaccessible for them. I don't think thats the right way to implement new content, nor dealing with a new veteran player.

    Its enough Solo content in this game, and you are able to solo alot of Craglorn at higher vet levels. There should be something worthwhile doing when reaching VR8+, not just something you already have been doing for 8 levels,

    Nope, leave it as it is!
    Fimbulwinter Recruiting true Vikings | Campaigns score | EU PC
  • Tamanous
    Tamanous
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    I've stated this elsewhere.

    There absolutely is a requirement for Adventure zones starting at VR1 and likely 1-2 more before you ever hit VR10. This game is in serious need of alternative leveling paths.

    Those who want to dungeon grind ... should have the ability to do so.
    Those who want to Aventure Zone grind ... should have the ability to do so.
    Those who want to AvA grind ... should have the ability to do so.
    Those who want to solo grind through quests ... should have the ability to do so.

    All ZOS has to do is make sure that one method isn't far easier to do than others. With the addition of level adjustment to group leader no content will be outdated. There can EASILY be adventure zones added to lower levels where everyone can participate through level adjustment. Just don't trivialize it by allowing higher level players the ability to stomp through it without being adjusted lower.

    I could not even begin to guess how many times I have preached to developers over 15 YEARS OF MMORPG PLAYING that keeping EXISTING content alive throughout a player's journey to level cap and stay at level cap is the best endgame content one can manage. Keeping content relevant is the easiest way to expand endgame. I am sure there are many methods ZOS can think up to make sure level cap players still benefit from grouping with lower level players to repeat content they once had no reason to repeat.

    One thing is for sure though: ZOS must stop raising the level cap each major content update. It impacts too many systems right now and distances players from each other.
    Edited by Tamanous on June 7, 2014 6:24PM
  • crislevin
    crislevin
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    Phantorang wrote: »
    crislevin wrote: »
    Valn wrote: »
    crislevin wrote: »
    this would be related to my post here http://forums.elderscrollsonline.com/discussion/108562/forcing-group-in-craglorn-makes-the-content-inaccessible-zos-please-consider

    if Craglorn becomes V1, V1 players will be buried jumping in. Every mob consist of 5+ monsters, with healers and archers. Unless they adjust that that solo players can actually progress, the content is not accessible. Making it V1 would probably get people to quit faster than they can say "wtf".

    I thought craglorn was mostly an area to quest in a group?

    At the moment, yes. I simply question why that is the case.

    There are so many Tamriel Explorers, solo players, quest completionists, making a whole zone grouping only (practically), will just make it inaccessible for them. I don't think thats the right way to implement new content, nor dealing with a new veteran player.

    Its enough Solo content in this game, and you are able to solo alot of Craglorn at higher vet levels. There should be something worthwhile doing when reaching VR8+, not just something you already have been doing for 8 levels,

    Nope, leave it as it is!

    That's false, just because some well equipped, well skilled player post videos, doesn't mean it's solo-able for most veterans.

    Making a whole zone inaccessible for solo players is pretty much saying there will be no new content for them.

    It's unwise a decision.

    Make size of mobs flexible and give players options to change that, this way, you keep enjoy your grouping or high skill solo, others can at least explore and complete the quest.

    It does not have to be your way or high way.
  • Phantorang
    Phantorang
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    crislevin wrote: »
    Phantorang wrote: »
    crislevin wrote: »
    Valn wrote: »
    crislevin wrote: »
    this would be related to my post here http://forums.elderscrollsonline.com/discussion/108562/forcing-group-in-craglorn-makes-the-content-inaccessible-zos-please-consider

    if Craglorn becomes V1, V1 players will be buried jumping in. Every mob consist of 5+ monsters, with healers and archers. Unless they adjust that that solo players can actually progress, the content is not accessible. Making it V1 would probably get people to quit faster than they can say "wtf".

    I thought craglorn was mostly an area to quest in a group?

    At the moment, yes. I simply question why that is the case.

    There are so many Tamriel Explorers, solo players, quest completionists, making a whole zone grouping only (practically), will just make it inaccessible for them. I don't think thats the right way to implement new content, nor dealing with a new veteran player.

    Its enough Solo content in this game, and you are able to solo alot of Craglorn at higher vet levels. There should be something worthwhile doing when reaching VR8+, not just something you already have been doing for 8 levels,

    Nope, leave it as it is!

    That's false, just because some well equipped, well skilled player post videos, doesn't mean it's solo-able for most veterans.

    Making a whole zone inaccessible for solo players is pretty much saying there will be no new content for them.

    It's unwise a decision.

    Make size of mobs flexible and give players options to change that, this way, you keep enjoy your grouping or high skill solo, others can at least explore and complete the quest.

    It does not have to be your way or high way.


    This is false, because Craglorn is as easy as the top vet zone. And to have 1 zone of 21, made for groping is great I think!

    I think its a wise decision, we need reasons to group, if you dont like grouping and want to solo everything, then why play an MMO at all?
    Fimbulwinter Recruiting true Vikings | Campaigns score | EU PC
  • Artemiisia
    Artemiisia
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    there is only four dungeons that required skill in craglorn, one not so much

    Balamath: last boss encounter, rest of dungeon is easy
    Shada Tear: This dungeon dont try it with vr -5 group, if you plan on finishing it.

    and the two trails

    rest of the dungeons are easy to play, and dont require to be power player to complete

    so for me, Craglorn has something for everyone, casuel players, hardcore players, grinding players, questing players

    A Success in my point of view

    you dont have to complete it all, for me its cyrodil so far im staying away from, and not complaining about it, its great pvp has something to have fun with too, and the upcoming campaign changes looks for me a great adjustment
  • infraction2008b16_ESO
    infraction2008b16_ESO
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    Changing the mobs to VR1 would not change a thing, if anything the VR11 mobs are actually easier/better balanced than a lot of VR1-10 mobs which seem to be a little overcooked atm.

    What I think they should do is balance a few of the quests/areas in craglorn for solo/duo play and nerf the quantity of mob packs, keep burial sites as they are and buff magical anomalies for larger groups i.e. have a much tougher boss spawning instead of one that goes down in seconds.
  • crislevin
    crislevin
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    Phantorang wrote: »
    crislevin wrote: »
    Phantorang wrote: »
    crislevin wrote: »
    Valn wrote: »
    crislevin wrote: »
    this would be related to my post here http://forums.elderscrollsonline.com/discussion/108562/forcing-group-in-craglorn-makes-the-content-inaccessible-zos-please-consider

    if Craglorn becomes V1, V1 players will be buried jumping in. Every mob consist of 5+ monsters, with healers and archers. Unless they adjust that that solo players can actually progress, the content is not accessible. Making it V1 would probably get people to quit faster than they can say "wtf".

    I thought craglorn was mostly an area to quest in a group?

    At the moment, yes. I simply question why that is the case.

    There are so many Tamriel Explorers, solo players, quest completionists, making a whole zone grouping only (practically), will just make it inaccessible for them. I don't think thats the right way to implement new content, nor dealing with a new veteran player.

    Its enough Solo content in this game, and you are able to solo alot of Craglorn at higher vet levels. There should be something worthwhile doing when reaching VR8+, not just something you already have been doing for 8 levels,

    Nope, leave it as it is!

    That's false, just because some well equipped, well skilled player post videos, doesn't mean it's solo-able for most veterans.

    Making a whole zone inaccessible for solo players is pretty much saying there will be no new content for them.

    It's unwise a decision.

    Make size of mobs flexible and give players options to change that, this way, you keep enjoy your grouping or high skill solo, others can at least explore and complete the quest.

    It does not have to be your way or high way.


    This is false, because Craglorn is as easy as the top vet zone. And to have 1 zone of 21, made for groping is great I think!

    I think its a wise decision, we need reasons to group, if you dont like grouping and want to solo everything, then why play an MMO at all?

    Thats hilarious. I runs between Rift and Craglorn. LOL, one zone has mobs in group of up to 3 monsters, another has mobs in group of up to 6. Yeah right, they are similar in difficulties.

    btw, its not about "me" per se, its about the general population of players, "why play an MMO at all"? nice question, means jack if their data shows 80% people do solo 90% of the time, none of those people will come here answer questions.

    Do people group easily and finish craglorn w/o problem? Am I right? or are you right? I don't know, I am just asking ZOS to assess the data in a few month and fine out how Craglorn is being played, accessed, used, and adjust things accordingly.
    Edited by crislevin on June 7, 2014 6:57PM
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