phreatophile wrote: »for the density of overworld mobs to remain the same or slightly increase so that it encourages grouping but doesn't actually require it.
Leave craglorn as it is. No problem with a zone that mix solo/groupplay (most dungeons in Craglorn are soloable). And to those who cry over not being able to find someone to do Craglornquest with, I suggest joining a guild and/or just ask zonechat. I´ve never experienced times when I haven´t found anyone to do the quests.
arcadiadark wrote: »ppl will qq about the difficulty and request a nerf
Lord_Draevan wrote: »Since Murkmire is being revamped to be a solo zone like Wrothgar, I'd assume Craglorn will get the same.
I think a lot of people who continue arguing to keep Cragorn 'group focused' keep forgetting that ZOS wants to make the game available to EVERYONE no matter how they play- that was a big focus of Matt Firor's comments in this article... where he mentioned 'solo' four times. However, as Craglorn is now, his statement "If you want to play it solo, like you did with other Elder Scrolls games, you can do that." is wrong because you cannot complete Craglorn solo because of the multi-player switches. Furthermore, they are making ALL Tamriel battle-leveled, which will INCLUDE Craglorn... so making one zone more difficult than the others is already a non-starter.
ZOS 'knows' how many players are playing Craglorn grouped, and considering they've already decided AGAINST any future 'group' zones... this means that they know how big of a FAIL Craglorn currently is for the overwhelming majority of players. They are not going to keep a zone that alienates the majority just to appease a minority, it would be a big waste and lost opportunity for ZOS. We don't know what ZOS has in mind, but if they plan to include any 'player housing' in Craglorn, it would be a poor decision to keep it a group only zone on top of the other numerous reasons not to keep it group only.
However if they do not buff the experience you can earn up there, then no one is going to spend much time in that zone after they complete whatever content they do.
ZOS 'knows' how many players are playing Craglorn grouped, and considering they've already decided AGAINST any future 'group' zones... this means that they know how big of a FAIL Craglorn currently is for the overwhelming majority of players.
I think a lot of people who continue arguing to keep Cragorn 'group focused' keep forgetting that ZOS wants to make the game available to EVERYONE no matter how they play- that was a big focus of Matt Firor's comments in this article... where he mentioned 'solo' four times. However, as Craglorn is now, his statement "If you want to play it solo, like you did with other Elder Scrolls games, you can do that." is wrong because you cannot complete Craglorn solo because of the multi-player switches. Furthermore, they are making ALL Tamriel battle-leveled, which will INCLUDE Craglorn... so making one zone more difficult than the others is already a non-starter.
ZOS 'knows' how many players are playing Craglorn grouped, and considering they've already decided AGAINST any future 'group' zones... this means that they know how big of a FAIL Craglorn currently is for the overwhelming majority of players. They are not going to keep a zone that alienates the majority just to appease a minority, it would be a big waste and lost opportunity for ZOS. We don't know what ZOS has in mind, but if they plan to include any 'player housing' in Craglorn, it would be a poor decision to keep it a group only zone on top of the other numerous reasons not to keep it group only.
Hit the nail on the head . At the time best dungeon in game was shades tear. An epic 3 wing adventure. Challenging fun and brought the beat of your four man players together. Only to kill shad da or any boss in the zone and gea standard non set purple that you deconstructed for mats. Craglorn was by noeans a failure . It was thee most packed zone game in months. It died when people hit vet 10 and received no rewards at all for any of the content . You could go to Cyrodiil and solo the delves and get better rewards
ZOS 'knows' how many players are playing Craglorn grouped, and considering they've already decided AGAINST any future 'group' zones... this means that they know how big of a FAIL Craglorn currently is for the overwhelming majority of players.
It was only a fail because there are no rewards worth our time. Just like most of the stuff in this game isn't played because it isn't worth anything.
Wifeaggro13 wrote: »Lord_Draevan wrote: »Since Murkmire is being revamped to be a solo zone like Wrothgar, I'd assume Craglorn will get the same.
this is bull crap i am so done with this game. when craglorn launched it was packed and actually pulled people together. it made guilds stronger and promoted more community. Matt is making a huge mistake, its very sad to see any of this games vision being wiped away . there is plenty of solo questing content in this game. there is no second M in this MMO anymore. and dont say its catering to the majority of the population . the casual does not stay they churn . People who actually wanted to play an MMO are the ones that stay and spend money on ESO plus. this genre is doomed.
Refuse2GrowUp wrote: »I think a lot of people who continue arguing to keep Cragorn 'group focused' keep forgetting that ZOS wants to make the game available to EVERYONE no matter how they play- that was a big focus of Matt Firor's comments in this article... where he mentioned 'solo' four times. However, as Craglorn is now, his statement "If you want to play it solo, like you did with other Elder Scrolls games, you can do that." is wrong because you cannot complete Craglorn solo because of the multi-player switches. Furthermore, they are making ALL Tamriel battle-leveled, which will INCLUDE Craglorn... so making one zone more difficult than the others is already a non-starter.
ZOS 'knows' how many players are playing Craglorn grouped, and considering they've already decided AGAINST any future 'group' zones... this means that they know how big of a FAIL Craglorn currently is for the overwhelming majority of players. They are not going to keep a zone that alienates the majority just to appease a minority, it would be a big waste and lost opportunity for ZOS. We don't know what ZOS has in mind, but if they plan to include any 'player housing' in Craglorn, it would be a poor decision to keep it a group only zone on top of the other numerous reasons not to keep it group only.
I think this...
"this means that they know how big of a FAIL Craglorn currently is for the overwhelming majority of players"
...is a biased overstatement.
I have a feeling you are largely a solo player, and thus you have an agenda. However, this is an MMO and there SHOULD be group content. In fact, an contradiction to your statement, ZOS took a beating from a large portion of the player base for introducing Maelstrom, as most didn't want solo player content; especially solo player content with the best weapons locked behind it.
They just remastered Skyrim. If you want a solo player ES, go pick it up. There are no shortage of solo players games out there for all he antisocial turds who want an MMO to conform to them.
dylanjaygrobbelaarb16_ESO wrote: »mostly they need to make it easier to do the questlines, unless they already have, but before it was a nightmare, sometimes even if you had a group if someone was ahead in the questline they couldnt help