ValkynSketha wrote: »I will say it again MMORPG .
And I'll say it again, MMORPG does not mean forced grouping. It just means that you share a persistent online world with a lot of other players.
I'd love to have a solo version of the dungeons (of course with different loot) available, so that I could experience their story. Other players exist for me either as moving and often badly named NPCs or people to RP with.
NewBlacksmurf wrote: »
And I'll say it again, MMORPG does not mean forced grouping. It just means that you share a persistent online world with a lot of other players.
I'd love to have a solo version of the dungeons (of course with different loot) available, so that I could experience their story. Other players exist for me either as moving and often badly named NPCs or people to RP with.
@Kendaric
While the server type doesn't mean it's forced group, setting up servers for massive amounts of players to play together only makes sense for group content. Why would any developer use that type of server otherwise?
NewBlacksmurf wrote: »
And I'll say it again, MMORPG does not mean forced grouping. It just means that you share a persistent online world with a lot of other players.
I'd love to have a solo version of the dungeons (of course with different loot) available, so that I could experience their story. Other players exist for me either as moving and often badly named NPCs or people to RP with.
@Kendaric
While the server type doesn't mean it's forced group, setting up servers for massive amounts of players to play together only makes sense for group content. Why would any developer use that type of server otherwise?
@NewBlacksmurf
You don't need group content to be able to interact with others.
Yes, I freely admit that I'd prefer singleplayer games, but unfortunately they don't allow for real RP since you can only interact with scripted NPCs.
RP requires you to be able to interact with others and ESO is a RPG first and foremost.
For the record... I don't like the forced solo instances either, ideally you should always be able to bring someone along to help you if you want.
I regularly question them.
Forced grouping: Don't do it. You'll lose players and alienate people. Allow any number of people to play any of the content. You'll have more players, a happier playerbase, and whilst you may lose 30~ players who'll be annoyed about their privilege, you'll gain 30,000 more. Forced grouping is one of the things I've heard people talk of as the reason they don't play ESO. They don't like it. Most modern thinking gamers don't. ESO is looking antiquated with it. Socialising doesn't mean forced grouping. Socialising, for most, is roleplaying. When most people are questing, they'll do it solo or in a group of 2-3 max.
Pseudo-forced Grouping: World bosses, in this case. Why? You have an instanced world, so why not allow people to pick difficulty for world zones? You can have anything ranging from casual (for the vast majority) to HYPER-L33T for the fifty or so people who'd actually want that. By having world bosses require a group, or a specific build, you're getting a reputation for upholding antiquated MMO standards.
Forcing Players to Play Content They Dislike: You have certain kinds of abilities (PvP's good heal, the Undaunted magicka taunt) that have absolutely no valid alternatives whatsoever, thus forcing people to play content they won't enjoy. The undaunted thing could be fixed by moving Inner Fire to rank 1 or 2 (I believe 2 can be achieved with This One's on Me), but the PvP heal really needs a valid alternative.
Encouraging Competitive Behaviour Everywhere: This is going to result in an incredibly toxic community. You're allowing duels inside towns (a huge mistake), and you still haven't introduced the sorts of instanced nodes that Guild Wars 2 has had since launch (which is embarrassing). You could make the game more appealing to the average player by reducing these factors.
Forced grouping: Don't do it. You'll lose players and alienate people. Allow any number of people to play any of the content. You'll have more players, a happier playerbase, and whilst you may lose 30~ players who'll be annoyed about their privilege, you'll gain 30,000 more. Forced grouping is one of the things I've heard people talk of as the reason they don't play ESO. They don't like it. Most modern thinking gamers don't. ESO is looking antiquated with it. Socialising doesn't mean forced grouping. Socialising, for most, is roleplaying. When most people are questing, they'll do it solo or in a group of 2-3 max.
Pseudo-forced Grouping: World bosses, in this case. Why? You have an instanced world, so why not allow people to pick difficulty for world zones? You can have anything ranging from casual (for the vast majority) to HYPER-L33T for the fifty or so people who'd actually want that. By having world bosses require a group, or a specific build, you're getting a reputation for upholding antiquated MMO standards.
Forcing Players to Play Content They Dislike: You have certain kinds of abilities (PvP's good heal, the Undaunted magicka taunt) that have absolutely no valid alternatives whatsoever, thus forcing people to play content they won't enjoy. The undaunted thing could be fixed by moving Inner Fire to rank 1 or 2 (I believe 2 can be achieved with This One's on Me), but the PvP heal really needs a valid alternative.
Encouraging Competitive Behaviour Everywhere: This is going to result in an incredibly toxic community. You're allowing duels inside towns (a huge mistake), and you still haven't introduced the sorts of instanced nodes that Guild Wars 2 has had since launch (which is embarrassing). You could make the game more appealing to the average player by reducing these factors.
I regularly question them.
Forced grouping: Don't do it. You'll lose players and alienate people. Allow any number of people to play any of the content. You'll have more players, a happier playerbase, and whilst you may lose 30~ players who'll be annoyed about their privilege, you'll gain 30,000 more. Forced grouping is one of the things I've heard people talk of as the reason they don't play ESO. They don't like it. Most modern thinking gamers don't. ESO is looking antiquated with it. Socialising doesn't mean forced grouping. Socialising, for most, is roleplaying. When most people are questing, they'll do it solo or in a group of 2-3 max.
Pseudo-forced Grouping: World bosses, in this case. Why? You have an instanced world, so why not allow people to pick difficulty for world zones? You can have anything ranging from casual (for the vast majority) to HYPER-L33T for the fifty or so people who'd actually want that. By having world bosses require a group, or a specific build, you're getting a reputation for upholding antiquated MMO standards.
Forcing Players to Play Content They Dislike: You have certain kinds of abilities (PvP's good heal, the Undaunted magicka taunt) that have absolutely no valid alternatives whatsoever, thus forcing people to play content they won't enjoy. The undaunted thing could be fixed by moving Inner Fire to rank 1 or 2 (I believe 2 can be achieved with This One's on Me), but the PvP heal really needs a valid alternative.
Encouraging Competitive Behaviour Everywhere: This is going to result in an incredibly toxic community. You're allowing duels inside towns (a huge mistake), and you still haven't introduced the sorts of instanced nodes that Guild Wars 2 has had since launch (which is embarrassing). You could make the game more appealing to the average player by reducing these factors.
From 'the outside' ESO still looks far too much like a traditional MMO and still has too much in common with the likes of Wildstar. That's why regular Elder Scrolls players are so readily dismissing it. They'll cite reasons like these as to why. Oh, I can't solo that content? Oh, I can't get those abilities I like because of archaic, draconic reasons? And so on. ESO looks a bit too much like an old man, trying to be hip and cool with his singing, dancing, and dad humour at times. It looks like Everquest trying to hide its shame. And that's really, really unfortunate.
It bothers me because ESO has the potential to be a new wave MMO that could draw in people like never before. It just has to leave its outmoded, outdated, antiquated ideas behind. Ideas that belong in 2006 more than they do in late 2016. If ESO doesn't leave these ideas behind, a new MMO will come along eventually that does, and it'll soak up all of ESO's players. This will happen because although ESO is modern, it still can't let go of these alienating, antiquated factors. So it's leaving room for someone to do it better and just eat up ESO's niche. That's what happened with Champions Online, as I'll keep pointing out. The playerbase kept telling them not to kow-tow to the hardcore, not to bend over to privileged force grouping minorities. We tried. And they did. Their day one patch which was meant to appease those minorites cut their community in half. Half of the players actually left. And we know this since CO provides data on those playing.
They kept attempting to appease those minorities, and now CO is a ghost town. I'm begging you not to make these same mistakes. If you want to keep your subscribers, your whales, the people who'll actually buy things from the crown store? Keep your casuals! The hardcore, the PvP players, these aren't the people you get money from. You get your money from the roleplayers, those who're playing the game to have fun. Those who're grinding will hit the content cap then leave, as they do. They'll only come back for a little while for new content. The people who'll stay after that, and will keep paying for new crown store stuff, are people who don't rush through the game. They're the people you want to appeal to.
I keep making these threads and posts because ESO is just CO's history repeating itself and I'm dreading it. My problem with all this? I really like ESO. I really liked CO, too. CO lost its community, but I stuck around for a really long time anyway. After a while, everything was just hardcore and PvP appeasement, and then the game was put on life support because there was no more money. All of your money comes from your casual audience, whom you are spurning. That's the problem with your community shrinking.
The way to get a bigger community isn't finding new ways to force people to play together, that's an outdated idea that should be left at the mass grave of every MMO that's tried that and failed. The way to get a bigger community is to make a game that's accessible and fun to play for the majority of people.
If you fixed these issues, you'd draw in all of the single player Elder Scrolls fans you're losing out on.
Please don't kill off ESO with bad design choices. One Tamriel's world bosses change tells me that you're going in the wrong direction, now. You're misguided and you believe that this will actually reap you greater profits. It won't. Down this road lies ruin. You'll lose everything. Never listen to the hardcore players or the PvP players. I'm sorry, but they're a minority and you can afford to lose them. What you cannot afford is to lose the casuals who're buying crown store items and paying for subscriptions. I mean, I spend upward of $400~ a month on ESO between subscriptions for myself and my partner, and crown store purchases. There are a lot of people like me.
Keep doing what you're doing, keep going down this path, you'll lose us. There'll always be another MMO that'll be smart enough to figure out what's going on, and to secure a huge community filled with people who'll happily pay large amounts of money.
Fix this. please. This really is a heartfelt plea. Don't be Champions Online 2: Failing Harder.
I went into a few public dungeons, mainly for the sky shards and got my Undaunted rank to mid 3 without ever doing a quest for them. Actually currently I level up the magTaunt skill. You're probably right with the PvP skill trees. Maybe they should be disabled for PvE.
I ignore ongoing duels and have enabled the option to auto decline invites. Ressource nodes are everywhere, depending on passive skill and character level. I never felt the need to become angry about not getting a specific node, because the next one is just a few steps away.
NewBlacksmurf wrote: »
And I'll say it again, MMORPG does not mean forced grouping. It just means that you share a persistent online world with a lot of other players.
I'd love to have a solo version of the dungeons (of course with different loot) available, so that I could experience their story. Other players exist for me either as moving and often badly named NPCs or people to RP with.
@Kendaric
While the server type doesn't mean it's forced group, setting up servers for massive amounts of players to play together only makes sense for group content. Why would any developer use that type of server otherwise?
@NewBlacksmurf
You don't need group content to be able to interact with others.
Yes, I freely admit that I'd prefer singleplayer games, but unfortunately they don't allow for real RP since you can only interact with scripted NPCs.
RP requires you to be able to interact with others and ESO is a RPG first and foremost.
For the record... I don't like the forced solo instances either, ideally you should always be able to bring someone along to help you if you want.
Absolutely not. Try running some harder PvE content without the following skills:
- aggressive warhorn
- barrier
- vigor
- purge
- razor caltrops
- proximity detonation
NewBlacksmurf wrote: »
And I'll say it again, MMORPG does not mean forced grouping. It just means that you share a persistent online world with a lot of other players.
I'd love to have a solo version of the dungeons (of course with different loot) available, so that I could experience their story. Other players exist for me either as moving and often badly named NPCs or people to RP with.
@Kendaric
While the server type doesn't mean it's forced group, setting up servers for massive amounts of players to play together only makes sense for group content. Why would any developer use that type of server otherwise?
@NewBlacksmurf
You don't need group content to be able to interact with others.
Yes, I freely admit that I'd prefer singleplayer games, but unfortunately they don't allow for real RP since you can only interact with scripted NPCs.
RP requires you to be able to interact with others and ESO is a RPG first and foremost.
For the record... I don't like the forced solo instances either, ideally you should always be able to bring someone along to help you if you want.
One Tamriel's world bosses change tells me that you're going in the wrong direction, now. You're misguided and you believe that this will actually reap you greater profits. It won't. Down this road lies ruin. You'll lose everything.
Fear Mongering has reached Rank IVAllow any number of people to play any of the content. You'll have more players, a happier playerbase, and whilst you may lose 30~ players who'll be annoyed about their privilege, you'll gain 30,000 more.Never listen to the hardcore playersBy having world bosses require a group, or a specific build, you're getting a reputation for upholding antiquated MMO standards.From 'the outside' ESO still looks far too much like a traditional MMO and still has too much in common with the likes of Wildstar.ESO looks a bit too much like an old man, trying to be hip and cool with his singing, dancing, and dad humour at times.All of your money comes from your casual audience, whom you are spurning.
KoshkaMurka wrote: »@Kamatsu
So much text and you forgot one "little" thing... 1T difficulty boost wasnt an actual buff, and definetely wasnt made to cater to hardcore players, they've just scaled everything to vr16.
The game was through some significant changes in balance after 1.6 (namely, softcap removal and champion system introduction) and that's what made world pve so easy. It wasnt designed that way, it became like this after the power creep.
And in softcap era stuff was actually more difficult than in vr16+ patches. Just because it was vr12 content that was designed for softcapped characters with no champion point boost. And yes, even though some dungeon mobs used to be marked as "vr16", they havent changed at all since vr12-14.
About catering to "hardcore" players... This game doesnt cater to them at all. All we have is 4 trials, and ok, maybe a few dlc dungeons. All of those have easily accesible normal modes for casual players, so that they wont miss the story and cant obtain the gear.
This game is as casual-friendly as it can get. And it has an absurd amount of solo content, almost all dlcs consist of solo content. There's just a few challenging instances, and even they have "casual" versions.
So while I agree there should be balance, I dont think your points are relevant to the current state of the game.
Where's this "wah wah wah it's an MMO, MMO's are group focused, MMO's are hard wah wah wah" you're talking about? Certainly not in this 99% solo casual game.
If they were left as easy as before, people would have just one-shotted them for the loot, moved on and left the other players waiting 10-15 until they respawned. This is exactly what happens now with delve and public dungon bosses and with dolmens, which are very easy. People struggle to make a hit on the mobs and claim XP, achievement and loot because they get killed so fast. IMO those should have been buffed as well.
Bad design: put the toughest guy into the furthermost corner to maximize player frustration. One of similar strength should wait right at the entrance to let players know what difficulty to expect to actually get the achievement and the loot. If they fail to beat him, their frustration will be minimized, because they didn't invest much time and other efforts. So Dolmens could be buffed just like World Bosses, but delves and public dungeons shouldn't.
Btw. why is Massively Multiplayer considered to be content for small groups of 4 to 6 people? What's so massively about that? When I hear or read the term 'massively' it makes me think of thousands at least. Small groups belong to ARPGs like Diablo, with small maps that are designed to be played by a few people only, for short gameplay sessions. An open world like in ESO is completely different. Group dungeons, raids or trials are foreign elements to please the ARPG-type players. It's not the 'hardcore' players vs 'casuals' but ARPG vs RPG players.
IMO all instanced dungeons should be play- and beatable alone too, if the player wants to. And they should offer more possible ways to complete them, like stealthing through them, etc. - without any disadvantages for the preferred playstyle. The design of content for groups should be orientated towards reality: Why do we form social groups? Not with a 'goal' in mind that otherwise wouldn't be achieveable by one person only, but because we are social beings, it will be faster and easier to achieve something for everyone and also makes more fun than being just the lone wolf all the time. But the lone wolf has its right to exist too. Also in economic consumption context we form groups to e.g. get a group rebate, to get something cheaper than it'd be for a single person. So content should be designed to reward players for forming a group and playing together (more loot, etc), but not disadvantage the loners by making it impossible for them to complete it at all. Instanced group content has no reference in reality but is an artifact from ARPG-genre and from times of lower technical performing capability.
Encouraging Competitive Behaviour Everywhere: This is going to result in an incredibly toxic community. You're allowing duels inside towns (a huge mistake)
Encouraging Competitive Behaviour Everywhere: This is going to result in an incredibly toxic community. You're allowing duels inside towns (a huge mistake)
I was in Shadowfen to get to the Shadow Mundus stone and test out my damage with it, (comparing if it was worth it over the Serpent on my NB), and this Former Emperor comes up to me, sees me attacking some Crocodiles, and requests a Duel. Seeing as the guy is a Magicka Sorc and a Former Emperor, I 100% choose to decline. Immediately he starts following me, using the laugh emote whenever I'd stop. He tried to taunt me into Dueling so he could wipe me all over the swamp.
Even though people on the internet were already crappy, yes I agree they've only been encouraged to get worse.
@Kamatsu
ESO currently caters to all players, especially casuals. It has mostly easy, solo friendly content. They realized they made a mistake with Craglorn and made it solo friendly in One Tamriel. The rest of the world is just like the Cadwell Gold areas were before the update, scaled to CP160. And that's even easier now, because people are up scaled to that, if they are not already CP160. The fact that World Bosses were made more difficult is an improvement, because before everybody did them just to put a marker on the map. Added loot has made them attractive. So multiple players team up to beat them. If they were left as easy as before, people would have just one-shotted them for the loot, moved on and left the other players waiting 10-15 until they respawned. This is exactly what happens now with delve and public dungon bosses and with dolmens, which are very easy. People struggle to make a hit on the mobs and claim XP, achievement and loot because they get killed so fast. IMO those should have been buffed as well.
Casual players can stick to: Main quest, Guild Quests (including repeatable ones), Alliance Zone quests, normal dungeons, normal trials, normal Maelstrom Arena, grouping for World Bosses, zerg style PvP on non-CP & non-vet campaigns (~95% of the game)
Hardcore players may want to progress to: Veteran Dungeons, Vetaran Trials, Veteran Maelstrom Arena, soloing World Bosses, small scale PvP on full CP campaigns (~5% of the game).
There are only 20 skill points locked behind group content (dungeons can still be completed in normal mode), and 50 locked behind PvP progression, 1 skill line locked behind group content (can still be unlocked with a couple of hundred of solo quests) and 2 skill lines locked behind PvP. By comparison, the other 300+ skill points are locked in solo quests, sky shards and Public Dungeon group events, which can be completed solo or with ad-hoc grouping by even the most unskilled players.
So you can stick just to easy content, completely avoid PvP, still fully develop your character. I've done just that on my alt. She has yet to complete any dungeon, even on normal mode, but she has most useful skill lines fully trained - undaunted is at 4 just from doing dailies and alliance war skills are at 2 just from doing the Cyrodiil tutorial - did it for the maneuvers so I can ride faster. She still wears her level 44 blue training gear because it still works, even with the enemies at CP160. Most times I don't even bother with food, and when I do it's the crusty bread I find all over the place. In brief, I've played her as casually as possible. And it's still fun. I do it to relax after a couple of hours of running harder content on my main, who collects 5-6 keys a day from doing vet HM dungeons. Eventually I will bring her into group content as well.