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New Quests (Content) Should Be Group Quests

Rontabs77
Rontabs77
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I think new content should be group content that can be solo'd by high level players, because I had just done the Craglorn content by myself and it was great, specially Sky Reach.
  • Yuffie91
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    But then new players would have to wait til high lvl or try to find groups as they will probably start there. There is already the bosses and public dungeons to group for and bgs and other dungeons and trials..i would like the quests to stay soloable so there is something to do by myself :smile:
  • Aluneth
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    What is this? Group content in a MMO? Heresy!
  • Rontabs77
    Rontabs77
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    Yuffie91 wrote: »
    But then new players would have to wait til high lvl or try to find groups as they will probably start there. There is already the bosses and public dungeons to group for and bgs and other dungeons and trials..i would like the quests to stay soloable so there is something to do by myself :smile:

    Understood. Well, I guess this was just me saying that doing the craglorn content alone was a nice experience.
  • Iluvrien
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    You had one good experience and think that should be the basis on which decisions that affect every other player should be made...

    ... No.
  • Elwendryll
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    I'd like questlines where the mighty and horrific final boss lasts more than 1 sec. New players can group up! Nice idea!
    PC - EU - France - AD
    Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
    Guildmaster of Oriflamme: Focus on 4 player endgame content.
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    All 4-man trifectas - TTT, IR, GH
  • Nairinhe
    Nairinhe
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    No, please. Making quest bosses somewhat hard - yes, forcing grouping in quests - no (see Wuyuvus WB and/or group dungeons quests).

    How one would make content equally hard for fresh no-CP lvl 10, poor 10-160 CP guys and max CP characters - that's the question.
  • Iluvrien
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    Aluneth wrote: »
    What is this? Group content in a MMO? Heresy!

    MMO means that you can group up, not that you must.
  • Rontabs77
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    But there are already so many content for new players to level up on, that by the time they reach to new content, they would have a grasp on how to play their character well. I think, in this way, new players would be inclined to do older content and experience what older players had experienced, which is actually to experience the game itself. Just my two cents.
    Edited by Rontabs77 on January 14, 2019 8:01AM
  • Aluneth
    Aluneth
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    Iluvrien wrote: »
    Aluneth wrote: »
    What is this? Group content in a MMO? Heresy!

    MMO means that you can group up, not that you must.

    The spirit behind MMO games (and the original idea) was about grouping up. It's only within the last 8+ years that it has changed.
    Edited by Aluneth on January 14, 2019 8:26AM
  • idk
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    Hew content often does have group content. Dungeons, arenas, trials and such. However, the one Zone Zos added specifically intended to be group oriented from open world and all is now redesigned so most of it can be done solo because that is what people asked for.
  • Haenk
    Haenk
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    I'm just doing Craglorn (left it out since I started) and the requirement for grouping is annoying. There are only a few people around, most of them are just picking flowers. And I'm nowhere near being able to solo the group content (OK, that's my choice, being a crafter and not a fighter...).
    So no, no need for more group content...
    (However newly introduced group content might be easier to do, since there will be a rush of people...)
  • Jamdarius
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    Rontabs77 wrote: »
    I think new content should be group content that can be solo'd by high level players, because I had just done the Craglorn content by myself and it was great, specially Sky Reach.

    I would like to see some kind of guild activity, for example a town in pocket oblivion managed entirely by guild and serving as guild castle of some sort, we would need to gather resources to upgrade it and build stuff, we would have mine/forest/farm etc in which you could place your surveys to gather mats faster and a place for all the craft stations instead of everyone using coldharbour home for it. We would have quests to bring npc's, unique quest items dropping from boss monsters with low chance that would upgrade the town to allow another buildings/unlocks and so on, but I guess it would be to troublesome to implement.
  • albesca
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    Rontabs77 wrote: »
    But there are already so many content for new players to level up on, that by the time they reach to new content, they would have a grasp on how to play their character well. I think, in this way, new players would be inclined to do older content and experience what older players had experienced, which is actually to experience the game itself. Just my two cents.

    Most of the new content should be doable by new players, otherwise there would be little reason for them to buy the chapter
    PC EU

    Khajiit has no time for you
  • Iluvrien
    Iluvrien
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    Aluneth wrote: »
    Iluvrien wrote: »
    Aluneth wrote: »
    What is this? Group content in a MMO? Heresy!

    MMO means that you can group up, not that you must.

    The spirit behind MMO games (and the original idea) was about grouping up. It's only within the last 8+ years that it has changed.

    Really? Because I've been playing these things since they were text-based MUDs and it has never once been a requirement during that time.

    What the OP is describing is group-only content in new zones (unless you are high-level). Craglorn started out that way and ZOS rolled it back. I guess I am glad that they don't seem to agree with you and the OP.
  • jainiadral
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    Welp, that would be DLC this lone wolf would never purchase.
  • jainiadral
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    Aluneth wrote: »
    Iluvrien wrote: »
    Aluneth wrote: »
    What is this? Group content in a MMO? Heresy!

    MMO means that you can group up, not that you must.

    The spirit behind MMO games (and the original idea) was about grouping up. It's only within the last 8+ years that it has changed.

    Because the needs of the core MMO audience have changed. Demanding schedules, kids, limited playtime all make it difficult to meet the time demands of group content. Following old school thinking means you end up broke in today's market.
  • MattT1988
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    I’m all for making new DLC quests a bit harder and veteran player focused, but don’t make it group focused. Will be a pain in the arse to find people at the same step of the quest as you, that’s the main reason I hated the Craglorn group quest requirements.
  • SickDuck
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    ZOS tried with old-Craglorn in the early days and failed miserably. So doubt they’re in the mood for that.
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  • Robo_Hobo
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    As much as I would like to have the option to have more difficult quests for myself, this would be a terrible way to go about it. I love questing, it's the main reason I play the game. Without them, I simply wouldn't, but I avoided Craglorn like the plague because it was a group questing area for years, until it got nerfed, and then still avoided it for another year or so until I was able to solo it. Still haven't done Imperial City quests.

    Maybe a special one-off zone or something again, but to actually start making that the normal strategy for quests would immediately alienate the core casual playerbase of the game.
  • Yuffie91
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    Rontabs77 wrote: »
    But there are already so many content for new players to level up on, that by the time they reach to new content, they would have a grasp on how to play their character well. I think, in this way, new players would be inclined to do older content and experience what older players had experienced, which is actually to experience the game itself. Just my two cents.

    But when you create a new char you most likely start in the new chapter as new chars start in summerset now
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