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So. . . what ever happened to "Adventure Zones?"

OWLTHEMAD
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It seems to me a lot of this community yearns for legitimately challenging pve zones. And craglorn on release definitely scratched that itch. Why was it scrapped? Any possibility itll happen again?
  • Ashtaris
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    The main problem with the original Craglorn is that it was basically forced group content to be able to do any of the quests, dungeons, and other content in the zone. And to top it off, you have to always basically be at the same point in the quest with all four players. If one person dropped out, you couldn’t just pick up a pug or substitute because they could be out of sync with the questline. So if you didn’t have a dedicated group of 4 people to meet up at a regular schedule then it made it very frustrating.

    And no, I don’t see it ever happening again. At one time ZOS was planning on making Murkmire another adventure zone and that got scrapped.
    Edited by Ashtaris on January 27, 2020 5:58PM
  • rpa
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    Challenge is fun only if it's served in proper portions. Wading thru 'legitimately challenging' gets tedious real fast.
  • Sevn
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    OWLTHEMAD wrote: »
    It seems to me a lot of this community yearns for legitimately challenging pve zones. And craglorn on release definitely scratched that itch. Why was it scrapped? Any possibility itll happen again?


    For whatever reason ZOS looked at the data, didn't see a big enough desire for it meaning little profit for them for the effort and resources and have gone in another direction.

    It's really simple when you think about how players are ignoring the challenging content that's available to them now, for whatever reason.

    Have you completed all the challenging content that's now available?
    There is nothing noble in being superior to your fellow man, true nobility is being superior to your former self
    -Hemingway
  • idk
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    We had an adventure/veteran zone, and to a degree still do. Players liked Craglorn but not the difficulty so it was dialed back. So yes, we have an adventure zone already.
  • Nemesis7884
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  • OWLTHEMAD
    OWLTHEMAD
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    Sevn wrote: »
    OWLTHEMAD wrote: »
    It seems to me a lot of this community yearns for legitimately challenging pve zones. And craglorn on release definitely scratched that itch. Why was it scrapped? Any possibility itll happen again?


    For whatever reason ZOS looked at the data, didn't see a big enough desire for it meaning little profit for them for the effort and resources and have gone in another direction.

    It's really simple when you think about how players are ignoring the challenging content that's available to them now, for whatever reason.

    Have you completed all the challenging content that's now available?

    Most of it. All thats left for me in pve is getting picked up for non craglorn vet trials, and achievement runs in dungeons, that and keeping up with new content or doing the same on other toons.

    I feel like the solution would be simple. Dont make ovefland 'group' content, tune it to be challenging for solo play.

    I donh know, ive just been wishing/hoping for content that was as challenging and as involved as craglorn was my first time through. It was soloable by then but still sufficiently difficult to actually demand attention.
  • Sevn
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    I hear you and I hope you find a solution! I just don't see them spending time and resources on something that they don't think will yield a profit.

    Craglorn was free and it's never as populated as the other zones, despite being nerfed to be more solo friendly which is why I do all my farming there!
    There is nothing noble in being superior to your fellow man, true nobility is being superior to your former self
    -Hemingway
  • OWLTHEMAD
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    On xbox us server it stays populated and is where you go to pick up pug trials.
  • xclassgaming
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    Canned, thank god.
    Give us clannfear mounts!
  • Sevn
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    OWLTHEMAD wrote: »
    On xbox us server it stays populated and is where you go to pick up pug trials.

    Now that's another thing, the vast differences in popularity from platform to platform. It's a ghosttown on ps4NA.

    I wonder how much our opinions are influenced by the platform we play on.
    There is nothing noble in being superior to your fellow man, true nobility is being superior to your former self
    -Hemingway
  • Kendaric
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    OWLTHEMAD wrote: »
    I feel like the solution would be simple. Dont make ovefland 'group' content, tune it to be challenging for solo play.

    I donh know, ive just been wishing/hoping for content that was as challenging and as involved as craglorn was my first time through. It was soloable by then but still sufficiently difficult to actually demand attention.


    As long as ir's optional I don't see an issue with iit. Though aside from a few vocal individuals, I doubt it would see much use or Craglorn wouldn't have failed to draw people in.

    Edited by Kendaric on January 27, 2020 7:37PM
      PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!. Outfit slots not being accountwide is ridiculous given their price. PC EU/PC NA roleplayer and solo PvE quester
    • SpacemanSpiff1
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      craglorn kinda bombed. i don't think the devs want that again.
    • Dusk_Coven
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      Better they focus on trials. They can control the number of people and give out good rewards.
      Any overland that has a good farming location will just get swarmed and become as easy as Alik'r dolmens. Any overland that doesn't have a good farm will be ignored after quests are done.
    • Donny_Vito
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      Sevn wrote: »
      OWLTHEMAD wrote: »
      On xbox us server it stays populated and is where you go to pick up pug trials.

      Now that's another thing, the vast differences in popularity from platform to platform. It's a ghosttown on ps4NA.

      I wonder how much our opinions are influenced by the platform we play on.

      Yeah that is strange. Craglorn is the mecca for endgame players on Xbox who are just relaxing, showing off titles, and trying to find vet dungeon/trial pugs.
    • Nestor
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      If Craglorn had been released with mostly Solo content even on the scale of harder public dungeons with a solo main quest, it would have done much better.

      But, during the first year, they thought the players wanted more group content. What the players wanted, and still want, is more content, with some of it groupable but optional to the main story.



      Edited by Nestor on January 27, 2020 7:18PM
      Enjoy the game, life is what you really want to be worried about.

      PakKat "Everything was going well, until I died"
      Gary Gravestink "I am glad you died, I needed the help"

    • Anotherone773
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      OWLTHEMAD wrote: »
      Sevn wrote: »
      OWLTHEMAD wrote: »
      It seems to me a lot of this community yearns for legitimately challenging pve zones. And craglorn on release definitely scratched that itch. Why was it scrapped? Any possibility itll happen again?


      For whatever reason ZOS looked at the data, didn't see a big enough desire for it meaning little profit for them for the effort and resources and have gone in another direction.

      It's really simple when you think about how players are ignoring the challenging content that's available to them now, for whatever reason.

      Have you completed all the challenging content that's now available?

      Most of it. All thats left for me in pve is getting picked up for non craglorn vet trials, and achievement runs in dungeons, that and keeping up with new content or doing the same on other toons.

      I feel like the solution would be simple. Dont make ovefland 'group' content, tune it to be challenging for solo play.

      I donh know, ive just been wishing/hoping for content that was as challenging and as involved as craglorn was my first time through. It was soloable by then but still sufficiently difficult to actually demand attention.

      So basically you want a zone sized MA? Have you tried soloing some of the eaiser group content/ world bosses/etc? all the stuff players looking for a challenge do?

    • Taleof2Cities
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      OWLTHEMAD wrote: »
      I feel like the solution would be simple. Dont make ovefland 'group' content, tune it to be challenging for solo play.

      There has been some mention in the forums of a “difficulty slider” in the settings. Where players could ramp up overland and delve difficulty (on demand) with maybe a guaranteed purple reward.

      At the end of the day, however, this is an MMO ... and not a solo RPG.

      A lot of forum-goers forget that when they post their clutter threads on increasing overland/dungeon difficulty.

      And to reiterate ... the vast majority of players want more difficult content without finishing the difficult content already in the game.

      Edited by Taleof2Cities on January 27, 2020 7:40PM
    • Danikat
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      Donny_Vito wrote: »
      Sevn wrote: »
      OWLTHEMAD wrote: »
      On xbox us server it stays populated and is where you go to pick up pug trials.

      Now that's another thing, the vast differences in popularity from platform to platform. It's a ghosttown on ps4NA.

      I wonder how much our opinions are influenced by the platform we play on.

      Yeah that is strange. Craglorn is the mecca for endgame players on Xbox who are just relaxing, showing off titles, and trying to find vet dungeon/trial pugs.

      But are they actually playing Craglorn content, or just meeting up in Belkarth to show off and/or do other content?

      On PC EU Belkarth is always full of players, many of them posting in chat that they're looking for groups, but they're doing trials, vet dungeons and other stuff. Outside of the one town the maps are usually pretty empty, except for a few people farming nirncrux.
      PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

      "Remember in this game we call life that no one said it's fair"
    • OWLTHEMAD
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      OWLTHEMAD wrote: »
      Sevn wrote: »
      OWLTHEMAD wrote: »
      It seems to me a lot of this community yearns for legitimately challenging pve zones. And craglorn on release definitely scratched that itch. Why was it scrapped? Any possibility itll happen again?


      For whatever reason ZOS looked at the data, didn't see a big enough desire for it meaning little profit for them for the effort and resources and have gone in another direction.

      It's really simple when you think about how players are ignoring the challenging content that's available to them now, for whatever reason.

      Have you completed all the challenging content that's now available?

      Most of it. All thats left for me in pve is getting picked up for non craglorn vet trials, and achievement runs in dungeons, that and keeping up with new content or doing the same on other toons.

      I feel like the solution would be simple. Dont make ovefland 'group' content, tune it to be challenging for solo play.

      I donh know, ive just been wishing/hoping for content that was as challenging and as involved as craglorn was my first time through. It was soloable by then but still sufficiently difficult to actually demand attention.

      So basically you want a zone sized MA? Have you tried soloing some of the eaiser group content/ world bosses/etc? all the stuff players looking for a challenge do?

      No. And Yes.

      I had to solo every world boss to begin with. Ive soloed most of the base game group dungeons on vet, save for those you cannot do for mechanical reasons. I played my first three years of this game strictly solo. Group dungeons are a slog not a challenge, world bosses are pretty easy, overland story content is just going through the motions so i can see the story. I just want enough challenge that i cant be looking at my phone while blowing through content. I want it to at the very least demand my attention. Not necessarily the full amount of skill needed for maelstrom arena, but at LEAST enough that i cant be distracted and expect just plow through it all.
    • Enodoc
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      Nestor wrote: »
      If Craglorn had been released with mostly Solo content even on the scale of harder public dungeons with a solo main quest, it would have done much better.

      But, during the first year, they thought the players wanted more group content. What the players wanted, and still want, is more content, with some of it groupable but optional to the main story.
      Yeah. Craglorn's theory of Group Content was a good one, but they made the entire zone group content, including the storyline. Somewhere between the two, a bit more like what Craglorn is now, would be good. (Although a way to actually find a group for that content would also be useful....)
      UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
      Join us on Discord - discord.gg/uesp
    • OWLTHEMAD
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      More of craglorn like it is now, but a wee bit more challenging would honestly be great. Or even if public dungeons in chapters were of comperable difficulty. I think, some of the chapter world bosses are decent, but not most of them.
    • Sevn
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      Donny_Vito wrote: »
      Sevn wrote: »
      OWLTHEMAD wrote: »
      On xbox us server it stays populated and is where you go to pick up pug trials.

      Now that's another thing, the vast differences in popularity from platform to platform. It's a ghosttown on ps4NA.

      I wonder how much our opinions are influenced by the platform we play on.

      Yeah that is strange. Craglorn is the mecca for endgame players on Xbox who are just relaxing, showing off titles, and trying to find vet dungeon/trial pugs.

      Wait, you guys are speaking of players just hanging around towns, or actually out doing the hard content like quests and delves?

      I'm speaking of players doing the overland content designed for challenge. Two different things. Sure I see players hanging out in towns showing off, but I'm constantly alone when doing the actual content that is being requested.
      Edited by Sevn on January 27, 2020 8:27PM
      There is nothing noble in being superior to your fellow man, true nobility is being superior to your former self
      -Hemingway
    • OWLTHEMAD
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      Sevn wrote: »
      Donny_Vito wrote: »
      Sevn wrote: »
      OWLTHEMAD wrote: »
      On xbox us server it stays populated and is where you go to pick up pug trials.

      Now that's another thing, the vast differences in popularity from platform to platform. It's a ghosttown on ps4NA.

      I wonder how much our opinions are influenced by the platform we play on.

      Yeah that is strange. Craglorn is the mecca for endgame players on Xbox who are just relaxing, showing off titles, and trying to find vet dungeon/trial pugs.

      Wait, you guys are speaking of players just hanging around towns, or actually out doing the hard content like quests and delves?

      I'm speaking of players doing the overland content designed for challenge. Two different things. Sure I see players hanging out in towns showing off, but I'm constantly alone when doing the actual content that is being requested.

      Little bit of both tbh. Its rarely completely empty.

      But probably not as much as your thinking, but belcarth is downright bustling. Biggest trade and trial city on xbox north america.
      Edited by OWLTHEMAD on January 27, 2020 8:55PM
    • ProfessorKittyhawk
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      Even in its neutered state Craglorn was a blast to play through because of the challenge involved in soloing it, even the group oriented stuff. Wish Murkmire would have remained what it was originally intended to be, another adventure zone.
    • OWLTHEMAD
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      Even in its neutered state Craglorn was a blast to play through because of the challenge involved in soloing it, even the group oriented stuff. Wish Murkmire would have remained what it was originally intended to be, another adventure zone.

      Agreed. Though i quite liked he content in murkmire otherwise.

      My issue is not that i want some rediculously challenging zone, but that once you understand the most basic of basic toon building, most of the overland content is just brain dead. There is no challenge at all. My opinion is that starting new toons in new chapters was a mistake and is what inhibits this. Because all new content must be tuned to new players. (Not to mention it probably hurts retention because new players coming off new content and into older material are probably going to notice a pretty stark drop in quality)
    • ProfessorKittyhawk
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      I think Murkmire would have been bigger, or at least had a north/south Murkmire like we had with Craglorn. I wonder how much the zone was changed to suit a dlc after being nixed as another adventure zone.
    • FierceSam
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      OWLTHEMAD wrote: »
      It seems to me a lot of this community yearns for legitimately challenging pve zones. And craglorn on release definitely scratched that itch. Why was it scrapped? Any possibility itll happen again?

      No

      There’s a vocal minority that keeps banging on about this.

      Why was Craglorn scratched?

      No one went there.

      Will it happen again? Not if ZOS have any sense. ‘Difficult questing’ is not a road they want to go down.

      Difficult PvE will be confined to dungeons, trials and arenas. Fortunately there will be a lot more of these.
    • FierceSam
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      OWLTHEMAD wrote: »
      OWLTHEMAD wrote: »
      Sevn wrote: »
      OWLTHEMAD wrote: »
      It seems to me a lot of this community yearns for legitimately challenging pve zones. And craglorn on release definitely scratched that itch. Why was it scrapped? Any possibility itll happen again?


      For whatever reason ZOS looked at the data, didn't see a big enough desire for it meaning little profit for them for the effort and resources and have gone in another direction.

      It's really simple when you think about how players are ignoring the challenging content that's available to them now, for whatever reason.

      Have you completed all the challenging content that's now available?

      Most of it. All thats left for me in pve is getting picked up for non craglorn vet trials, and achievement runs in dungeons, that and keeping up with new content or doing the same on other toons.

      I feel like the solution would be simple. Dont make ovefland 'group' content, tune it to be challenging for solo play.

      I donh know, ive just been wishing/hoping for content that was as challenging and as involved as craglorn was my first time through. It was soloable by then but still sufficiently difficult to actually demand attention.

      So basically you want a zone sized MA? Have you tried soloing some of the eaiser group content/ world bosses/etc? all the stuff players looking for a challenge do?

      No. And Yes.

      I had to solo every world boss to begin with. Ive soloed most of the base game group dungeons on vet, save for those you cannot do for mechanical reasons. I played my first three years of this game strictly solo. Group dungeons are a slog not a challenge, world bosses are pretty easy, overland story content is just going through the motions so i can see the story. I just want enough challenge that i cant be looking at my phone while blowing through content. I want it to at the very least demand my attention. Not necessarily the full amount of skill needed for maelstrom arena, but at LEAST enough that i cant be distracted and expect just plow through it all.

      Dude if you’re soloing WBs and have been playing for 3 years, there will be no questing content that meets your needs. You’ll just have to enjoy the stories for what they are and get your challenges from more difficult content.

      I know that theoretically there is no end to ESO, but realistically if you can regularly do 6 keys a day without trouble, you’ve effectively finished the game. You’ve beaten every boss they could throw at you. All you have left is a desire to gain achievements and an enjoyment for other aspects of the game rather than a challenge. And there are lots of other elements that can be fun.

      If this was a single player game, you’d score it off, put it down and go on to a new challenge. Maybe come back every now and then for a recap.
    • OWLTHEMAD
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      FierceSam wrote: »
      OWLTHEMAD wrote: »
      OWLTHEMAD wrote: »
      Sevn wrote: »
      OWLTHEMAD wrote: »
      It seems to me a lot of this community yearns for legitimately challenging pve zones. And craglorn on release definitely scratched that itch. Why was it scrapped? Any possibility itll happen again?


      For whatever reason ZOS looked at the data, didn't see a big enough desire for it meaning little profit for them for the effort and resources and have gone in another direction.

      It's really simple when you think about how players are ignoring the challenging content that's available to them now, for whatever reason.

      Have you completed all the challenging content that's now available?

      Most of it. All thats left for me in pve is getting picked up for non craglorn vet trials, and achievement runs in dungeons, that and keeping up with new content or doing the same on other toons.

      I feel like the solution would be simple. Dont make ovefland 'group' content, tune it to be challenging for solo play.

      I donh know, ive just been wishing/hoping for content that was as challenging and as involved as craglorn was my first time through. It was soloable by then but still sufficiently difficult to actually demand attention.

      So basically you want a zone sized MA? Have you tried soloing some of the eaiser group content/ world bosses/etc? all the stuff players looking for a challenge do?

      No. And Yes.

      I had to solo every world boss to begin with. Ive soloed most of the base game group dungeons on vet, save for those you cannot do for mechanical reasons. I played my first three years of this game strictly solo. Group dungeons are a slog not a challenge, world bosses are pretty easy, overland story content is just going through the motions so i can see the story. I just want enough challenge that i cant be looking at my phone while blowing through content. I want it to at the very least demand my attention. Not necessarily the full amount of skill needed for maelstrom arena, but at LEAST enough that i cant be distracted and expect just plow through it all.

      Dude if you’re soloing WBs and have been playing for 3 years, there will be no questing content that meets your needs. You’ll just have to enjoy the stories for what they are and get your challenges from more difficult content.

      I know that theoretically there is no end to ESO, but realistically if you can regularly do 6 keys a day without trouble, you’ve effectively finished the game. You’ve beaten every boss they could throw at you. All you have left is a desire to gain achievements and an enjoyment for other aspects of the game rather than a challenge. And there are lots of other elements that can be fun.

      If this was a single player game, you’d score it off, put it down and go on to a new challenge. Maybe come back every now and then for a recap.

      Well im still working on other achievements too. Im a completionist so i still have plenty of more grindy things to do, and i have plent of fun in pvp. I just yearn for moderately challenging world content.
    • kylewwefan
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      Before one Tamriel zones were leveled not scaled. Orsinium came out as the first and only scaled zone. It was very popular and eventually became the game standard that everything changed to with one Tamriel.

      Craglorn was the adventure zone. It was terrible.

      The way things work now, Craglorn would had been the original first chapter. Upper and lower. Wrothgar would had been the second chapter. But that wasn’t a thing when the zones were released.

      There were other issues as well when it was leveled. You couldn’t always get Someone from a different faction to help you quest.

      There was incredibly hard quests you might had wanted some high level player to come help you. It was terrible.

      You’ve no idea what you’re asking for, and I don’t see them ever going back to that model.

      All difficulty in this game is artificially created. You want it difficult, make it difficult yourself. No need to drag everyone else down with you.
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