moxiesauce wrote: »ruze84b14_ESO wrote: »moxiesauce wrote: »I am no longer interested in games where the best content, best loot and endgame focus is on large groups of players doing coordinated dances.
There are many other games out there with raiding endgames. I've played a bunch of them over the past decade. I'm done with it. Small group content and PvP are my interests, and I'll seek a game that caters to them.
Dragon Star arena
I think the keyword in the post by @Snit, was 'cater'. And if I get their meaning right, I agree.
I too am tired of games where all the focus (all the best rewards, all the new updates, all the major systems) are related to large group events. I wouldn't mind those events being added to the game, but I would prefer them to keep the 'best' processes at the lower levels. Or at least make them equal.
This of course upsets the raiders, who are willing to go through all that stress and hassle and have the time, and see the difficulty of what they do (not with the mobs, but in dealing with others) as something which assures them superior rewards, and makes them better than other players.
If the only cycle is going to go back to pushing prime content only out to raiders, I would otherwise not support anything larger than what we currently have. I would actually prefer there not be any large group raids in the game, than give up the priority we (small group players) have right now in ESO.
It's really hard to say where this game will be in a few years, but I have the feeling they will figure out a system that will be right and give something to every type of player. Not everyone will satisfied, but when does that ever happen?
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
There's a natural tension between small-group and raid play, if only because of loot. Games with raids rarely put best-in-slot gear anywhere else. ZOS has now moved in that direction as well. This is a big deal.
That's honestly kind of what I expected for the "endgame" content. Raids into various realms of oblivion, fighting off daedra hordes or encountering the various daedra lords themselves.
First, I'll start with the most common definition of progressive raiding: Large group content typically consisting of anywhere between 10 and 40 players that takes place in an instanced zone filled with a number of encounters that get progressively more difficult as you work your way through the instance. A number of "boss encounters" are required to be completed before being granted access to the final "boss encounter" which has certain systems in place to make the fight long and difficult. Usually Progressive raids take months to master although more skilled groups may be able to clear them sooner. Bosses tend to have "enrage timers" requiring groups to kill them within a set amount of time before they enrage and wipe out the entire party.
Personally, I like the idea of them but I've never really invested a whole lot of time and effort into them. So, I am more or less neutral on the subject.
WhitePawPrints wrote: »I don't mind the Veteran Dungeons, or a difficult challenge. But if there are raid bosses that have require stupid rules then that is annoying, and a complete turn off for the casual player who wants to join in a raid now and then.
i.e. When fighting one of the bosses in WoW, it had minions and two of those were healers. My instinct was to CC one of the Healers while focusing the marked target designated by the Raid Leader. I took the Healer out of the fight for about two minutes by consistently CCing it but after we defeated the boss, there was a lot of flame on who was Crowd Controlling that healer.
I still don't understand what was wrong with it.
Veteran Dungeons know require a bit of knowledge on how to defeat a certain boss, but it is easily learned and is not inconsistent or illogical. Raids that take "Months" to master, I really don't see how that'd help the game other than provide grinders more grinding.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
WhitePawPrints wrote: »
Veteran Dungeons now require a bit of knowledge on how to defeat a certain boss, but it is easily learned and is not inconsistent or illogical. Raids that take "Months" to master, I really don't see how that'd help the game other than provide grinders more grinding.
I'm not much of a raider myself, I rarely do it in fact. I have no problem with raids being implemented for the people who like doing them, as long as it doesn't become the main focus of the game, as so often seems to be the case in other MMO's.
ESO has already got a lot of other things going for it, and I would rather that it not go down the same path as many other games out there, but that's just my personal view.
Progressive raids - NO.
Because they swiftly become only source of quality gear. Also in order to play new raid you need to finish the last one and grind gear like mad ...
However raids as content, yes. I would like some sort of raid like instances of 10-15 players. But also an option for casuals to gear up and join raiding crowd. So that little blacksmiths son John can pick up a mace, gear up and challenge the new raid dungeon.
In games like WOW if you miss a tier for whatever reason - better lube up and beg for friends to gear you up so you can join them.
Content is allways good, exclusive content for VIP players is not.
ruze84b14_ESO wrote: »WhitePawPrints wrote: »I don't mind the Veteran Dungeons, or a difficult challenge. But if there are raid bosses that have require stupid rules then that is annoying, and a complete turn off for the casual player who wants to join in a raid now and then.
i.e. When fighting one of the bosses in WoW, it had minions and two of those were healers. My instinct was to CC one of the Healers while focusing the marked target designated by the Raid Leader. I took the Healer out of the fight for about two minutes by consistently CCing it but after we defeated the boss, there was a lot of flame on who was Crowd Controlling that healer.
I still don't understand what was wrong with it.
Veteran Dungeons know require a bit of knowledge on how to defeat a certain boss, but it is easily learned and is not inconsistent or illogical. Raids that take "Months" to master, I really don't see how that'd help the game other than provide grinders more grinding.
For casual or pick up groups, veteran dungeons can be difficult. That's 20 minutes to an hour or more of content, which is worthy for a casual group.
For organized, experienced groups, veteran dungeons are rather pointless. For some, we're talking 5-10 minutes of quick play and then we're done.
It would be nice to see an 'elite' setting which could really put the hurt on a bunch of veteran players, complete with achievements and special rewards for completing.
Raids, on the other hand, are really hard to make 'casual' friendly. You can be talking upwards of four hours or more. 20 minutes in a pick-up-group can have you pulling your hair out.
Maybe on the casual level, you can do it by 'chapters', with twelve players getting together and finishing a section before breaking down and reforming for the next section.
moxiesauce wrote: »WhitePawPrints wrote: »
Veteran Dungeons now require a bit of knowledge on how to defeat a certain boss, but it is easily learned and is not inconsistent or illogical. Raids that take "Months" to master, I really don't see how that'd help the game other than provide grinders more grinding.
People like progression, I remember in WoW I would wake up at 6 in the morning, call up my guildies, grab some coffee and just raid kara till noon before we had work or w/e was happening. It was a weird raid time but funny to be close enough to people in your guild you could actually call them up at 6 in the morning to raid lol. Maybe it's just me, but progression creates a closeness to people in your guild. You all were able to accomplish something together that many other's can't.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
WhitePawPrints wrote: »So I think that having challenging raids is a good idea, but not if it can breed those neckbeard elitists. Adding that third tier you suggested would be just fine in my book.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
Progressive raiding becomes a boring repetitive grindfest where you login like a job at a certain time and perform your needed task at a chance for a reward or for a token to give you said reward and its always time gated. If you want to do something repetitive without much chance or change then I suggest a job at an assembly line.
ruze84b14_ESO wrote: »WhitePawPrints wrote: »So I think that having challenging raids is a good idea, but not if it can breed those neckbeard elitists. Adding that third tier you suggested would be just fine in my book.
Hell, we have those guys in veteran zones, and that was generally SOLO!
Elitists come in many forms, but the truth is that they are in every game type, and do a good job of ruining it for many. Hell, even roleplayers have elitists. That guy who thinks he is the master of all lore and tries to micromanage everyone elses chat, etc.
To be perfectly honest, I'm just waiting to see what happens with the Champion system and if/when they start to develop some kind of end-game progression. I'm pretty much bored of the game right now as I've run out of things to do. There's only so many times you can run the same two trials, one dungeon and one PVP instance before it gets boring. Once you've finished all the VR zones and Craglorn, there's really nothing else to do.
Very true, and update 3 is only going to give us customization, new achievements, a revamp to our gear, and a reduction in PvP campaigns. I can see about a week of decent play before I get bored again. But I might just PvP like crazy and actually try for emperor. Hmm I forgot about hardmodes.. maybe this update will tire me over till update 4.. who knows?
Rune_Relic wrote: »Scripted dungeons are predictable and hence repeatable. Many people like trying to get better and better to use it as training. I think training areas should be used for training.
For me, I prefer the idea of building environments and populating those areas with the creatures that belong there that behave in a random way. This of course requires a reason to go to that place and encounter those creatures of varying difficulty along the way as you travel through their natural habitat. This could be to gain possession of an item or location or kill/rescue someone.
In a nut shell ..scripted repeatable content isn't really the kind of problem I want to face. I prefer the challenge of the unknown and having to adapt or die. It requires caution, skill and badassery IMO rather than the treadmill mentality.
Zenimax doesn't have to worry about specific dungeons and such then. They can be open world dead ends that you really, really want to avoid without an exceptional reason to go there.
Everything in a vid game is scripted, except PvP. The problem with new open zones is that they are generally accessible to everyone, and typically soloable and faceroll - and this will not be enough to keep hardcore PvE'ers interested. Hardcore PvE'ers need hardcore PvE: difficult, group-based instanced content.
Nox_Aeterna wrote: »Personally i would not like that.
Even if ESO is also a themepark MMO , progressive raiding have their place on games like WoW.
I would prefer if ESO took another road, even more because usually this would brings the need for raiding gear , which is usually the best in the game , an issue in ESO where the best gear should come from crafting.
why should the best gear come from crafting? its dumb and annoying. It would be one thing if crafting was actually difficult or materials were hard to come by but as it is you get to max level and BAM your BIS in two minutes.
Having crafting be best in slot while simultaneously making crafting easier than in any other game was literally the dumbest idea I have ever seen.
Nox_Aeterna wrote: »Personally i would not like that.
Even if ESO is also a themepark MMO , progressive raiding have their place on games like WoW.
I would prefer if ESO took another road, even more because usually this would brings the need for raiding gear , which is usually the best in the game , an issue in ESO where the best gear should come from crafting.
why should the best gear come from crafting? its dumb and annoying. It would be one thing if crafting was actually difficult or materials were hard to come by but as it is you get to max level and BAM your BIS in two minutes.
Having crafting be best in slot while simultaneously making crafting easier than in any other game was literally the dumbest idea I have ever seen.
It not dumb, and its not annoying. A significant part of the player base actually considers crafting one the big points in ESO. Crafters in general never felt significant in many other games because their gear was insignificant compared to drops.
Why cater to only one type of player? You have your benefits, and they have theirs. You have awesome abilities and survivability (likely gaining a lot of coin through difficult quests) and they can craft their gear by hunting down materials as much as their skill can allow.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"