This is really good news indeed.
They really should remove the restrictions where there are X player requirements, especially true for those quests where people that completed the quests can no longer do them, meaning old players cannot help new players complete the quests.
That being said, this zone should not be easy. Far from it.
The zone should be a group zone, with difficult monsters, and even more difficult bosses.
If one decides to solo Craglorn, he should be given the opportunity to do so, but also better be well prepared unless he wants his ass handed to him.
eserras7b16_ESO wrote: »All Craglorn dungeons should actually be DUNGEONS, give them back in difficuly, normal and veteran mode, there you go. Shadaa's tears, Skyreach catacombs, etc.
High quality dungeons. You don't need to drop monster helmets or anything, put them in the grouping tool, do something, Craglorn rocks.
I'll never forget Skyreach catacombs right after Upper Craglorn got released. I loved the difficulty.
Wolfenbelle wrote: »This is really good news indeed.
They really should remove the restrictions where there are X player requirements, especially true for those quests where people that completed the quests can no longer do them, meaning old players cannot help new players complete the quests.
That being said, this zone should not be easy. Far from it.
The zone should be a group zone, with difficult monsters, and even more difficult bosses.
If one decides to solo Craglorn, he should be given the opportunity to do so, but also better be well prepared unless he wants his ass handed to him.
First you say they should remove restrictions where there are X player requirements, then you say it should be a group zone. Confusing much?
The reason Craglorn died is precisely because it was intended only for elite players, and it was 100% forced group content. Originally the group content even was set up so everyone had to be in the exact same instance and quest step. Basically the same four people had to start and complete a quest together at the same time. Then Craglorn stayed alive as a grinding zone to get from v1 through the other vet levels. When that was killed, the zone became a ghost town except for trials and DSA. The game's progression even passed them by eventually. The zone desperately needs both solo and group content that scales depending on a player's current level.
rosendoichinoveb17_ESO wrote: »I am stuck in one of the quests because it requires 3 people in party, I cant find people who haven't done it and are willing to come.
They should make something like a quests grouping tool.
rosendoichinoveb17_ESO wrote: »I am stuck in one of the quests because it requires 3 people in party, I cant find people who haven't done it and are willing to come.
They should make something like a quests grouping tool.
No, this won't solve the problem.
They should get rid of the restrictions completely.
Also, regarding certain story quests:
Theoretically, at a certain point in time every player will have completed those story quests.
Let's say at that point only one new player buys the game and comes to Craglorn.
Now he can't complete the story quests because there is no other player that is able to help him.
This is, of course, an exaggeration, since this situation will never happen.
But still, these restrictions are the complete opposite of what ZOS is trying to achieve with One Tamriel:
- every player being able to play with any other player everywhere.
ZOS_GinaBruno wrote: »I was wondering if ZOS had any plans for this area and content once One Tamriel comes out? @ZOS_GinaBruno @ZOS_JessicaFolsom
It's a beautiful and mysterious place that I just discovered, but alas, everything requires a group of at least 3 people. I do NOT want to see it nerfed, but is there a plan to make it more accessible or at least to make people come here more frequently? Any ideas?
Even if it's just "we are actually working on it", I'd like to hear from you guys at Zenimax.
As a matter of fact, we do have plans! We'll start discussing details after we get through Update 11 madness (don't forget, it still hasn't launched on consoles).
I_killed_Vivec wrote: »Please, please, please no battle levelling!
I used to love going into Craggles as a puny VR1 to harvest voidstone (I'd outlevelled Cadwell's Silver in terms of crafting). It was intense because anything would trash you if you weren't careful.
I remember with pride the first time I killed a wasp
Please don't take away the tension and the challenge just so that everything is always at your level.
AzraelKrieg wrote: »I_killed_Vivec wrote: »Please, please, please no battle levelling!
I used to love going into Craggles as a puny VR1 to harvest voidstone (I'd outlevelled Cadwell's Silver in terms of crafting). It was intense because anything would trash you if you weren't careful.
I remember with pride the first time I killed a wasp
Please don't take away the tension and the challenge just so that everything is always at your level.
It's going to end up battle levelled anyway.
I_killed_Vivec wrote: »AzraelKrieg wrote: »I_killed_Vivec wrote: »Please, please, please no battle levelling!
I used to love going into Craggles as a puny VR1 to harvest voidstone (I'd outlevelled Cadwell's Silver in terms of crafting). It was intense because anything would trash you if you weren't careful.
I remember with pride the first time I killed a wasp
Please don't take away the tension and the challenge just so that everything is always at your level.
It's going to end up battle levelled anyway.
Nooo!!
That's just rubbish. There have to be some places where you just shouldn't go until you're ready.
And I don't mean vMA, because that's a test, not exploration. There should be wildernesses that are scary where you have to be careful... very careful if you're underpowered.
This is the one with a juicy chest in a big room asking to be looted that you should really not do, right?[I'll never forget Skyreach catacombs right after Upper Craglorn got released. I loved the difficulty.
MSchroeder wrote: »Never fear; you’ll be seeing a lot more of the Celestial Style, and those Item Sets, with the next Update.
We aren’t ready to discuss specifics yet, but… Trial-running adventurers and crafters alike should be excited. Stay tuned. ^_^
eserras7b16_ESO wrote: »All Craglorn dungeons should actually be DUNGEONS, give them back in difficuly, normal and veteran mode, there you go. Shadaa's tears, Skyreach catacombs, etc.
High quality dungeons. You don't need to drop monster helmets or anything, put them in the grouping tool, do something, Craglorn rocks.
I'll never forget Skyreach catacombs right after Upper Craglorn got released. I loved the difficulty.
NoMoreChillies wrote: »please update the nodes to max level.