(...) Solo players endgame + crafting makes sense.
Agreed.
Ultimately though, I believe the crafting + endgame ideas you've shared here, if implemented properly, could (and would) really benefit everyone who plays ESO (not just soloers).
Thanks for the time/effort you've put into presenting your ideas, babylon.
I worry that ZOS might feel they have so much to do...but this isn't fluff content or sideline content or anything unimportant - this is something solo players require for the game to be complete to them.
I worry that ZOS might feel they have so much to do...but this isn't fluff content or sideline content or anything unimportant - this is something solo players require for the game to be complete to them.
This is my concern also - prioritization.
I've heard about so many different things that are "in the works" - and with the current state of the game being what it is, I don't see a lot of this happening very soon, if at all.
No thanks. For "Solo" endgame with option to group with friend i would like to have enemy factions zones as my playground.
i want to have questgivers there who would give me objectives against my enemies so instead of betraying my faction, i would help my faction in war effort..
I don't think it is realistic to wait content just for crafting endgame, while there is need for general solo end content. Crafting could be there as a side quest as e.g. nirnhoned end reward is in upper Craglorn.
In fact the current nirncrux fever is something i like. Now when enchanting got easy, there is still something difficult and time consuming for a maxed crafter.
No thanks. For "Solo" endgame with option to group with friend i would like to have enemy factions zones as my playground.
i want to have questgivers there who would give me objectives against my enemies so instead of betraying my faction, i would help my faction in war effort..
That's not an endgame, that's continuation of the levelling game, and has a very fixed end (which means you just made the game last a little longer, and still require an endgame).
The nature of an endgame is that it doesn't continue then end with nothing more in sight, it simply repeats, which is what I'm advocating here with the crafting quests + dungeon boss system.
I expect ZOS will add in more zones however, and hope they do as well. But bottom line is an endgame for solo players is needed, and tying it in with crafted sets (so making crafted gear necessary, because of the quest series + endboss challenges, and current with other sets found in the pvp grinding endgame and in the dungeon grinding endgame).
The type of endgame I am suggesting here has the capacity to be endless, just as an endgame needs to be.
No thanks. For "Solo" endgame with option to group with friend i would like to have enemy factions zones as my playground.
i want to have questgivers there who would give me objectives against my enemies so instead of betraying my faction, i would help my faction in war effort..
That's not an endgame, that's continuation of the levelling game, and has a very fixed end (which means you just made the game last a little longer, and still require an endgame).
The nature of an endgame is that it doesn't continue then end with nothing more in sight, it simply repeats, which is what I'm advocating here with the crafting quests + dungeon boss system.
I expect ZOS will add in more zones however, and hope they do as well. But bottom line is an endgame for solo players is needed, and tying it in with crafted sets (so making crafted gear necessary, because of the quest series + endboss challenges, and current with other sets found in the pvp grinding endgame and in the dungeon grinding endgame).
The type of endgame I am suggesting here has the capacity to be endless, just as an endgame needs to be.
snip
snip
No thanks. For "Solo" endgame with option to group with friend i would like to have enemy factions zones as my playground.
i want to have questgivers there who would give me objectives against my enemies so instead of betraying my faction, i would help my faction in war effort..
That's not an endgame, that's continuation of the levelling game, and has a very fixed end (which means you just made the game last a little longer, and still require an endgame).
The nature of an endgame is that it doesn't continue then end with nothing more in sight, it simply repeats, which is what I'm advocating here with the crafting quests + dungeon boss system.
I expect ZOS will add in more zones however, and hope they do as well. But bottom line is an endgame for solo players is needed, and tying it in with crafted sets (so making crafted gear necessary, because of the quest series + endboss challenges, and current with other sets found in the pvp grinding endgame and in the dungeon grinding endgame).
The type of endgame I am suggesting here has the capacity to be endless, just as an endgame needs to be.
snip
I noticed you made your own thread about wanting open pvp maps, so this isn't your endgame anyway.
I also dont think repetitive endgame which has traditionally been nature of endgame would interest solo players for long. In my wiev, solo players want more of a continuation for their characters story
An endgame on the other hand will always be some kind of repetition, most of us understand this.
(...)
You my friend, are stuck in the past and lack the imagination to even think of anything else that always has been. MMO players tend to be stubborn like that.
Often banging that fist pn the table and telling everyone "This is what always has been and this is how things will and should always be"
As long as players keep being like this, MMORPG¨s tend to stay stale on endgame and also repetitive.
I have some examples how questing would continue after reaching level cap and how story could continue after reaching level cap but i do not see the need to express themselves as you will not see past your traditional wievs
Cheers!
Read OP even if you don't comment
Read OP even if you don't comment
Did you see this?
http://forums.elderscrollsonline.com/discussion/comment/1312893/#Comment_1312893
Read OP even if you don't comment
Did you see this?
http://forums.elderscrollsonline.com/discussion/comment/1312893/#Comment_1312893
Sadly those repeatable crafting quests aren't the involved kind with quests and endbosses and learning new sets and recipes like I'm trying to get ZOS to put together, think they're something like make x amount of pants and whatnot then deliver them to some NPC (pure grind quests).
Read OP even if you don't comment
Did you see this?
http://forums.elderscrollsonline.com/discussion/comment/1312893/#Comment_1312893
Sadly those repeatable crafting quests aren't the involved kind with quests and endbosses and learning new sets and recipes like I'm trying to get ZOS to put together, think they're something like make x amount of pants and whatnot then deliver them to some NPC (pure grind quests).
LonePirate wrote: »Read OP even if you don't comment
Did you see this?
http://forums.elderscrollsonline.com/discussion/comment/1312893/#Comment_1312893
Sadly those repeatable crafting quests aren't the involved kind with quests and endbosses and learning new sets and recipes like I'm trying to get ZOS to put together, think they're something like make x amount of pants and whatnot then deliver them to some NPC (pure grind quests).
You are correct with a couple of minor caveats. The Provisioning quests will reward recipes every time with a small chance of rewarding rare recipes. The quests for the other skills will occasionally reward new survey reports. For Master Crafters, these reports will lead players to high yield resource nodes with an increased chance of yielding Nirncrux stones.
Absolutely keep shaking the tree. I want to see this game deliver.(Yet?)
It's a step in the right direction, though.
In the meantime, I say we cross our fingers and keep shakin' the tree!
(...)
Having people steamroll through this in groups would trivialise the content, which brings up the point that people don't actually earn the rewards and don't "need" the good gear they'd be learning by doing these quests. But if the content was, as above, balanced for a solo player + NPC companion then it seems possible to ditch the NPC companion and bring a real player in its place.
(...)
(...)
Having people steamroll through this in groups would trivialise the content, which brings up the point that people don't actually earn the rewards and don't "need" the good gear they'd be learning by doing these quests. But if the content was, as above, balanced for a solo player + NPC companion then it seems possible to ditch the NPC companion and bring a real player in its place.
(...)
I agree that grouping for solo-intended crafting sessions or quests would effectively result in receiving unmerited rewards - absolutely - but I also really love the idea of having an NPC companion once in awhile (from quests I've done both in Skyrim and in ESO), and I'd be very interested to see how something like this might work out in (a) crafting questline(s).