As long as we're having fun that's all that matters, IMHO, honestly, but...
The problem I see most of the time is the "average" player wants and seeks what the high end players have. The shiny skin, the ultra hard-to-get title/personality...the list goes on.
Some players work hard to develop the skills to obtain hard content clears & achievements ...and then there are the others who get angry and jealous or even lash out when they don't get the help or attention they think they deserve with little to no effort put in from themselves.
Lastly, like some of our older guildie buddies there's the ones who just don't care about doing harder content and normal everything. Like I stated above ...as long as your having fun that's all that matters...once that feeling escapes you from anything IRL or gaming its time to reconsider some things.
As long as we're having fun that's all that matters, IMHO, honestly, but...
The problem I see most of the time is the "average" player wants and seeks what the high end players have. The shiny skin, the ultra hard-to-get title/personality...the list goes on.
Some players work hard to develop the skills to obtain hard content clears & achievements ...and then there are the others who get angry and jealous or even lash out when they don't get the help or attention they think they deserve with little to no effort put in from themselves.
Lastly, like some of our older guildie buddies there's the ones who just don't care about doing harder content and normal everything. Like I stated above ...as long as your having fun that's all that matters...once that feeling escapes you from anything IRL or gaming its time to reconsider some things.
actually its the opposite. It is the elite player that says the game is too easy. The player that weaves that says the game is to easy. The player armed with relequin who uses voice coms and has a premade group. The same team that will go to the pts and master the dungeon even before it comes out.
It isnt possible for zos to challenge you without deserting the vast majority of players. Thats why you had the trials and arenas in the first place. Everyone was fine with that. Zos will literally consume itself trying to keep your attention at the cost of everyone else who wont purchase the material.
Although I have no interest in group dungeons, let alone veteran ones, I have no problem with that content being provided each year for those who do enjoy them. However, making them two-thirds of the year's DLC releases seems overkill to me, and for the life of me I don't understand why ZOS don't add at least one delve to dungeon DLCs so as to broaden the appeal of them. Any ongoing main storyline could then be tied to the delve that most people would play rather than to a dungeon that fewer people would play.
Facefister wrote: »The new DLC dungeons are way easier than the Wolfhunter ones and you get the skin by just clearing the easier one on vet. WHAT. DO. YOU. WANT?
Ask about mechanics before you do your first step in dungeon (already loaded). There is a high chance, trust me, some dude in good mood will explain all critical mechanics to you in a few words.
b) Change the second group dungeon in dungeon DLCs to a public dungeon. Public dungeons are ridiculously underdeveloped, when they offer the best free-form combat in the whole game.
I have no idea why people think the content is unfairly divided. We get:
2 DLC dungeon DLC
1 Chapter <Raid + Major quest area>
1 "Quest" DLC - Usually comes with "X" to fill some endgame gap <AS for a trial for one slot weapons / BRP for DSA 2.0>
So quest/open world get 2 content <and argueably the biggest content update> focused - Dungeons get 2 - Trials are filled in. Its quite even between the gaps. You can argue that someone who likes dungeons can do all the above, but the same can be counter said. Normal even MHK can be duoed. If you feel your DPS isn't "up to snuff" for normal then don't worry, it most likely can be carried without you <Regardless if you think thats "fair" or not isn't the point>.
I agree with your estimates.
However, I would like to point out that a good MMO game should always have content players should aspire to.
It's what keeps you going.
When players get to a point where they can do everything, and nothing challenges them that is the point players lose interest and find a new game.
I know this might not be true for all players, but the game should not be designed for the lowest common denominator.
Time and effort is required to progress in the game, and that is exactly the kind of players ZOS wants in their game:
those that input time in it, and squeeze the ESO+ subscription.
Can’t speak for the “average” player whoever they are. As for myself, the DLC dungeons are the content I enjoy the most. There are only a few ways to challenge yourself in this game and honestly I’m a little surprised that this one is always the subject of so much controversy. I feel that any nerfing or elimination of the DLC dungeons would be very bad for the health of the game.
Transairion wrote: »Having any new content is nice of course, but dungeon DLC really doesn't give us much to replay and for paid DLC (ESO+ or Crown) it doesn't offer much:
One basic lore quest per dungeon (one and done)
Sets (do normal a couple of times, Veteran at least once for Monster set)
Fluff cosmetics/titles (most locked behind Veteran Hard Mode grinding)
Achievements (almost all of them are Veteran+)
Forgive me for pulling numbers out of my rear thin air but as far as the majority of players go:
Normal DLC Capable: ~90%
Veteran DLC Capable: ~30%
Veteran HM DLC Capable: ~5% or less
Since their inception dungeon DLC has only got harder and harder, lowering the amount of players who can clear them even more. Having hard stuff is perfectly fine, we all hate ourselves play for the challenge after all... but it really does seem like almost all the content in Dungeon DLC is "top player" content. That's really not a lot of players in the grand scheme of things, especially when the point of DLC is to sell it to make money.
I don't know, ever since Imperial City (first? DLC dungeons + PvP zone) dungeon DLC has just seemed like something you do the first few days and Joe Schmoe gets his sets and is done with it, as only "better players" can access the rest of the DLC's content in the form that it is. It hasn't appealed to me ever, and now knowing that ZOS is invested in 2 Dungeon DLC a year (out of 4 content drops total) it just feels like a whole lot of waiting for next to nothing: I really think Dungeon DLC needs to be expanded on to include more.
Only my opinion
phantasmalD wrote: »Chapters, while quest and exploration driven, still offer something that's explicitly geared towards group-players while the opposite isn't true, so you can't really say it's 'fairly divided'.
LittlePinkDot wrote: »A new battleground map with every dungeon dlc would be nice.
Thank you for that well thought out, super convincing counter argument. And that you totally didn't ignore the actual crux of my argument.phantasmalD wrote: »Chapters, while quest and exploration driven, still offer something that's explicitly geared towards group-players while the opposite isn't true, so you can't really say it's 'fairly divided'.
Yes I can, because it is.
Facefister wrote: »The new DLC dungeons are way easier than the Wolfhunter ones and you get the skin by just clearing the easier one on vet. WHAT. DO. YOU. WANT?
Areas to explore. Stories. Hidden secrets behind a tree or a rock that I will stumble upon because I got lost. An NPC in the middle of nowhere that has a funny quest for me. Interesting characters1 that I will look forward to encounter again in the next DLC.
What can I say, in Dr Bartle Taxonomy of Player Types, I'm over 80% explorer.