Expand on what's already in the game pls

NoodleESO
NoodleESO
✭✭✭✭✭
Why do we only get DLC dungeons for the Undaunted Guild? Should Zos invest in some new ideas like Thieves/ Dark Brotherhood Guild heist made with a separate team? This game isn't just Dragons and Dungeons, there are plenty of things Zeni can do with four man heist, especially now that we have a grapple hook mechanic.

What I'm trying to say is: Do what you did to Undaunted to the other in game guilds, but not at the cost of our quarterly dungeons.
  • ChunkyCat
    ChunkyCat
    ✭✭✭✭✭
    ✭✭✭✭✭
    Ramen is my favorite noodle.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    No offense but adding dungeons to the Undaunted Guild is doing exactly what the title asks for. It is expanding on what is already in the game.

    Further, Dungeons are the main use for leveling up Undaunted and the source for getting shoulders for monster sets. There really is no point to adding 4 man group content to DB or TG as they already have quests for quickly leveling up their skills and it would serve no benefit for doing so on the Monster set side of things.

    Further, in the heists we really do not fight anything unless we screw up. There is no boss fights so there is no purpose for a 4 man group. Making it so you need 4 people to go after 4 objectives due to a time constraint is a very boring idea and that is basically what a 4 man heist would be all about.

    Edit: Besides, now we have dungeons that are related to the on going story of the year and that makes sense.
    Edited by idk on October 19, 2019 2:49PM
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    4-man Dungeons get additional content because they are A. Very popular and B. Easily monetized.

    The other guilds? Not so much.

    An easy way for ZOS to expand TG, DB, and MG content would be to create radiant quests/dailies that send us to other DLC content we own. So the Mages Guild could send us to the public dungeon in Vvardenfell or Summerset if we owned them. That's reusing content already in the game.

    I doubt we'll see new maps for Heists and Black Sacraments unless there's really a demand for them. I don't know how many players do them on a regular basis beyond grinding out achievements - I might be biased because I can't stand them. If few players run them regularly outside of events, there's no incentive for ZOS to spend time, money, amd effort to make new ones.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    4-man Dungeons get additional content because they are A. Very popular and B. Easily monetized.

    The other guilds? Not so much.

    An easy way for ZOS to expand TG, DB, and MG content would be to create radiant quests/dailies that send us to other DLC content we own. So the Mages Guild could send us to the public dungeon in Vvardenfell or Summerset if we owned them. That's reusing content already in the game.

    I doubt we'll see new maps for Heists and Black Sacraments unless there's really a demand for them. I don't know how many players do them on a regular basis beyond grinding out achievements - I might be biased because I can't stand them. If few players run them regularly outside of events, there's no incentive for ZOS to spend time, money, amd effort to make new ones.

    You bring up a good point.

    First, the idea requires players own or have access to the related DLC (TG/DB) and that makes things complicated. For those that purchase DLCs they may not have access to TG or DB but have purchased other DLCs (or the opposite). These people would not be permitted to participate.

    So the entire idea OP presents requires players to have access to multiple DLCs for only one single purpose. For that reason alone the idea is not a good business move or design for the game.
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    idk wrote: »
    No offense but adding dungeons to the Undaunted Guild is doing exactly what the title asks for. It is expanding on what is already in the game.

    Further, Dungeons are the main use for leveling up Undaunted and the source for getting shoulders for monster sets. There really is no point to adding 4 man group content to DB or TG as they already have quests for quickly leveling up their skills and it would serve no benefit for doing so on the Monster set side of things.

    Further, in the heists we really do not fight anything unless we screw up. There is no boss fights so there is no purpose for a 4 man group. Making it so you need 4 people to go after 4 objectives due to a time constraint is a very boring idea and that is basically what a 4 man heist would be all about.

    Edit: Besides, now we have dungeons that are related to the on going story of the year and that makes sense.

    The problem with multiplayer stealth is: Stealth is a very pass/fail system. There's no real option to assist another player, no degrees of success. Either you're detected, or you're not. This results in a situation where other players are punished for one player's failures.

    It's a recipe for toxicity. So, the idea of having a multiplayer DB or TG thing sounds fine, but in application it would be a huge mess.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    idk wrote: »
    No offense but adding dungeons to the Undaunted Guild is doing exactly what the title asks for. It is expanding on what is already in the game.

    Further, Dungeons are the main use for leveling up Undaunted and the source for getting shoulders for monster sets. There really is no point to adding 4 man group content to DB or TG as they already have quests for quickly leveling up their skills and it would serve no benefit for doing so on the Monster set side of things.

    Further, in the heists we really do not fight anything unless we screw up. There is no boss fights so there is no purpose for a 4 man group. Making it so you need 4 people to go after 4 objectives due to a time constraint is a very boring idea and that is basically what a 4 man heist would be all about.

    Edit: Besides, now we have dungeons that are related to the on going story of the year and that makes sense.

    The problem with multiplayer stealth is: Stealth is a very pass/fail system. There's no real option to assist another player, no degrees of success. Either you're detected, or you're not. This results in a situation where other players are punished for one player's failures.

    It's a recipe for toxicity. So, the idea of having a multiplayer DB or TG thing sounds fine, but in application it would be a huge mess.

    I agree it is a bad formula for random groups. But it would still be boring.

    And would require access to multiple DLCs just to do one event.
  • NoodleESO
    NoodleESO
    ✭✭✭✭✭
    idk wrote: »
    No offense but adding dungeons to the Undaunted Guild is doing exactly what the title asks for. It is expanding on what is already in the game.

    Further, Dungeons are the main use for leveling up Undaunted and the source for getting shoulders for monster sets. There really is no point to adding 4 man group content to DB or TG as they already have quests for quickly leveling up their skills and it would serve no benefit for doing so on the Monster set side of things.

    Further, in the heists we really do not fight anything unless we screw up. There is no boss fights so there is no purpose for a 4 man group. Making it so you need 4 people to go after 4 objectives due to a time constraint is a very boring idea and that is basically what a 4 man heist would be all about.

    Edit: Besides, now we have dungeons that are related to the on going story of the year and that makes sense.

    For the most part I agree it would be boring but it doesn't necessarily have to be a traditional "kill the npcs=win". Im sure they can come up with something unique, maybe even a cops vs robbers kind of thing, 4v4 borderline pvp but unlike battlegrounds the rewards will increase for those who fill their roll properly.

    Again I agree there would be no benefit on the monster set side, but I would make a lot of sets/traits relevant like the swift trait or the Sithis touch set.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    NoodleESO wrote: »
    idk wrote: »
    No offense but adding dungeons to the Undaunted Guild is doing exactly what the title asks for. It is expanding on what is already in the game.

    Further, Dungeons are the main use for leveling up Undaunted and the source for getting shoulders for monster sets. There really is no point to adding 4 man group content to DB or TG as they already have quests for quickly leveling up their skills and it would serve no benefit for doing so on the Monster set side of things.

    Further, in the heists we really do not fight anything unless we screw up. There is no boss fights so there is no purpose for a 4 man group. Making it so you need 4 people to go after 4 objectives due to a time constraint is a very boring idea and that is basically what a 4 man heist would be all about.

    Edit: Besides, now we have dungeons that are related to the on going story of the year and that makes sense.

    For the most part I agree it would be boring but it doesn't necessarily have to be a traditional "kill the npcs=win". Im sure they can come up with something unique, maybe even a cops vs robbers kind of thing, 4v4 borderline pvp but unlike battlegrounds the rewards will increase for those who fill their roll properly.

    Again I agree there would be no benefit on the monster set side, but I would make a lot of sets/traits relevant like the swift trait or the Sithis touch set.

    1. the PvP thing instead of new dungeons in a game that is mostly PvE players would be a bad thing.
    2. Heists, as has been pointed out, is about not being detected vs boss mechanics. There is no role and it is a pretty flat design.
    3. It would require having the new DLC where the new 4 man heist will be added plus having TG or DB and that is a bad business move and poor design for the game. With Undaunted it merely requires access to a specific DLC to do any of the new dungeons.
    4. If you think Zos is going to just add the new 4 man content to the existing DLCs think again. The suggestion is specifically asking for the new dungeon DLCs to have this new content. Further, Zos has not added meaningful play through content to the base game since the game went B2P. Yes, they reworked the existing dungeons but did not add newly designed dungeons to the base game.
  • SidraWillowsky
    SidraWillowsky
    ✭✭✭✭✭
    ✭✭✭
    ChunkyCat wrote: »
    Ramen is my favorite noodle.

    It's situational don't you think? Ramen noodles and marinara sauce wouldn't go well together, and angel hair spaghetti in a bowl of ramen would be a crime against humanity. Fettuccine alfredo using spaghetti noodles would result in too high of a sauce-to-noodle ratio, etc etc.
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    idk wrote: »
    4. If you think Zos is going to just add the new 4 man content to the existing DLCs think again. The suggestion is specifically asking for the new dungeon DLCs to have this new content. Further, Zos has not added meaningful play through content to the base game since the game went B2P. Yes, they reworked the existing dungeons but did not add newly designed dungeons to the base game.

    In fairness, they are adding dungeons into DLC areas. I know I'm kinda talking past the point being made, but that is a neat change that Finn brought up when we were interviewing him ahead of Scalebreaker.

    It would be neat if we saw content that could bridge into other DLC zones. For example, on radiant daily quest like Bolgrul, if he could target delves in DLC zones at random, based on which delves the player had access to.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    idk wrote: »
    4. If you think Zos is going to just add the new 4 man content to the existing DLCs think again. The suggestion is specifically asking for the new dungeon DLCs to have this new content. Further, Zos has not added meaningful play through content to the base game since the game went B2P. Yes, they reworked the existing dungeons but did not add newly designed dungeons to the base game.

    In fairness, they are adding dungeons into DLC areas. I know I'm kinda talking past the point being made, but that is a neat change that Finn brought up when we were interviewing him ahead of Scalebreaker.

    It would be neat if we saw content that could bridge into other DLC zones. For example, on radiant daily quest like Bolgrul, if he could target delves in DLC zones at random, based on which delves the player had access to.

    I could see it if they lost out on a day it was a DLC they did not have access to. Zos has precedence for that since one pledge quest giver only gives out pledges for DLC dungeons. If the player does not have access to that DLC then they do not get another option from that quest giver.

    Consistency is important.
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    idk wrote: »
    idk wrote: »
    4. If you think Zos is going to just add the new 4 man content to the existing DLCs think again. The suggestion is specifically asking for the new dungeon DLCs to have this new content. Further, Zos has not added meaningful play through content to the base game since the game went B2P. Yes, they reworked the existing dungeons but did not add newly designed dungeons to the base game.

    In fairness, they are adding dungeons into DLC areas. I know I'm kinda talking past the point being made, but that is a neat change that Finn brought up when we were interviewing him ahead of Scalebreaker.

    It would be neat if we saw content that could bridge into other DLC zones. For example, on radiant daily quest like Bolgrul, if he could target delves in DLC zones at random, based on which delves the player had access to.

    I could see it if they lost out on a day it was a DLC they did not have access to. Zos has precedence for that since one pledge quest giver only gives out pledges for DLC dungeons. If the player does not have access to that DLC then they do not get another option from that quest giver.

    Consistency is important.

    I was thinking of the ones that pull randomly, rather than on a schedule the way the pledges do. Since you can share those around, and then run multiple ones in a day. Doesn't really interface with the idea of group content, though.
  • FierceSam
    FierceSam
    ✭✭✭✭✭
    ✭✭✭✭
    NoodleESO wrote: »
    Why do we only get DLC dungeons for the Undaunted Guild? Should Zos invest in some new ideas like Thieves/ Dark Brotherhood Guild heist made with a separate team? This game isn't just Dragons and Dungeons, there are plenty of things Zeni can do with four man heist, especially now that we have a grapple hook mechanic.

    What I'm trying to say is: Do what you did to Undaunted to the other in game guilds, but not at the cost of our quarterly dungeons.

    I would like to see some way of involving the Thieves Guild and Dark Brotherhood in newer content. It feels as if both are becoming increasingly lost within the game. There is no conceivable benefit to these DLC skill lines once you have completed the DLC, beyond the joy of blade of woeing unsuspecting low grade NPCs.

    There is the opportunity to add new assassinations or heists to new DLC chapters that requires the guild DLCs, which could make some non-main story quests a bit more interesting than the usual stepenn-fetchit snores we see all the time.

    The addition of the grappling hook makes exploration quests way more viable and the recent giveaway of the IC DLC show ZOS are willing to make older DLC into basegame content.

    The ultimate challenge is, is the demand really there to justify the work?
  • Ysbriel
    Ysbriel
    ✭✭✭✭✭
    I’m also in for having content that has potential to be expanded, but if they expect us to keep supporting this game they should first fix their content, which is Old for veterans but not for the new players they want to bring in and this game has more bugs than the Cradle of Shadows itself.
Sign In or Register to comment.