marco.cuevas.ventob14_ESO wrote: »
That is very true yes. Can anyone remember if they used the 'time measure' when talking about Craglorn? It would be nice to have some sort of measure to work against.Time is such a strange measure of the width and depth of a game. Some of us reached level 50 the day the game was released, others took weeks or even months. What is 25 hours when you have new daily quests, instanced dungeons, mats to harvest and wealth of lore to discover?
Rev Rielle wrote: »That is very true yes. Can anyone remember if they used the 'time measure' when talking about Craglorn? It would be nice to have some sort of measure to work against.Time is such a strange measure of the width and depth of a game. Some of us reached level 50 the day the game was released, others took weeks or even months. What is 25 hours when you have new daily quests, instanced dungeons, mats to harvest and wealth of lore to discover?
Yes, we just don't know. Unfortunately it was a careless throw away comment given at Quakecon with little to no context. So it's basically impossible to know precisely what it means.Is that just for core completion though? I am sure it will have more hours for farming, achievements, etc.
Yes, but I'd like to know if there was anything 'official' stated about it. People running through it at a sprint to complete it in the times you've said aren't a good yardstick by any measure. As an example: I've likely spent 100's of hours in Craglorn, doing the main mission, side missions, Trials, and similar, and still have more to do. So having something official to compare against really is what's needed.Tonnopesceb16_ESO wrote: »Rev Rielle wrote: »That is very true yes. Can anyone remember if they used the 'time measure' when talking about Craglorn? It would be nice to have some sort of measure to work against.Time is such a strange measure of the width and depth of a game. Some of us reached level 50 the day the game was released, others took weeks or even months. What is 25 hours when you have new daily quests, instanced dungeons, mats to harvest and wealth of lore to discover?
With a group of friends the lower craglorn quest can be done it 4hours and the upper quest in 5, running.
I had to replay that part in the Quackcon presentation to make sure I heard it right. Did he really announce that like people were suppose to be excited or impressed with only 25 hours of game play??!!
Rev Rielle wrote: »Yes, we just don't know. Unfortunately it was a careless throw away comment given at Quakecon with little to no context. So it's basically impossible to know precisely what it means.Is that just for core completion though? I am sure it will have more hours for farming, achievements, etc.Yes, but I'd like to know if there was anything 'official' stated about it. People running through it at a sprint to complete it in the times you've said aren't a good yardstick by any measure. As an example: I've likely spent 100's of hours in Craglorn, doing the main mission, side missions, Trials, and similar, and still have more to do. So having something official to compare against really is what's needed.Tonnopesceb16_ESO wrote: »Rev Rielle wrote: »That is very true yes. Can anyone remember if they used the 'time measure' when talking about Craglorn? It would be nice to have some sort of measure to work against.Time is such a strange measure of the width and depth of a game. Some of us reached level 50 the day the game was released, others took weeks or even months. What is 25 hours when you have new daily quests, instanced dungeons, mats to harvest and wealth of lore to discover?
With a group of friends the lower craglorn quest can be done it 4hours and the upper quest in 5, running.
It is a DLC. Everything's fine then.ahstin2001nub18_ESO wrote: »for DLC its fine, for an expansion it would be far from it. enjoy B2P?
No, but it is real when compared to the 25 hours for the Orsinum content, and that's what this thread is all about; having something tangible and consistent to compare it to.Tonnopesceb16_ESO wrote: »Personally my time is a little different, when tomb rider was released they have told that it was a 10-14 hours game.
It has took 56 hours for me to finish it.
So an official statement on how long a game will be is not real for most of the players.
It's supposed to have about the same amount of content as a standard levelling zone, so somewhere like Glenumbra, Shadowfen or Greenshade. For time comparison, the 1-50 levelling experience is supposed to be "100 hours of content", so that to me sounds like there'll be a bit more to Wrothgar than a standard zone (which would come out at 20 hours).
No. This isn't a simple scaling problem, it requires changing mechanics of the dungeon - and drastically lowering the difficuly, because if solo mode is supported, then it needs to be doable for the average player, not only the well-geared and highly skilled people who solo group instances today.It's supposed to have about the same amount of content as a standard levelling zone, so somewhere like Glenumbra, Shadowfen or Greenshade. For time comparison, the 1-50 levelling experience is supposed to be "100 hours of content", so that to me sounds like there'll be a bit more to Wrothgar than a standard zone (which would come out at 20 hours).
I'm hoping that the update will feature some new instancing features for dungeons, in general, so that you can choose to do Instanced Dungeons solo, if you'd like. Would be a very nice addition to have to the game, imho.
I had to replay that part in the Quackcon presentation to make sure I heard it right. Did he really announce that like people were suppose to be excited or impressed with only 25 hours of game play??!!
Considering the zone is supposed to be designed around solo/duo content, I personally think a Trial is unlikely. New group dungeons I'm sure will be included, but I wouldn't be surprised if we don't see new Trials until Murkmire.Hopefully the zone will include a new 4 man instanced dungeon and one Trial at least. I feel like that type of content will warrant a DLC purchase; I don't think most players would just want a one-time quest experience in a new zone.
It's an MMO, having forced group instances is a good thing. It encourages cooperation and social activity.