Agreed!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.
Murkmire was announced looong before OT, but then completely reworked.BisDasBlutGefriert wrote: »(off topic slightly)
I can't remember if murkmire was before, or after one tamriel. Was it announced as an adventure zone before release,before one tamriel. Then came out as a regular zone on release post one tamriel? I'm curious on reasoning behind switching murkmire to regular zone, like the OPs question of whatever happened to adventure zones.
TheShadowScout wrote: »Agreed!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.
Or... a small main zone, with multiple large "public dungeon" sub-regions... like, a daedric plane (Battlespire?) where every "level" is a public dungeon of its own right, and you gotta fight through each to get to the next... with various challenges unique to each floor...
And I really would love to see that sort of difficulty... they sort of did it for the IC mobs, but the PvPeople taking you from behind to grab your stones make going there a completely different thing.Murkmire was announced looong before OT, but then completely reworked.BisDasBlutGefriert wrote: »(off topic slightly)
I can't remember if murkmire was before, or after one tamriel. Was it announced as an adventure zone before release,before one tamriel. Then came out as a regular zone on release post one tamriel? I'm curious on reasoning behind switching murkmire to regular zone, like the OPs question of whatever happened to adventure zones.
There is an old concept map:
...but as you can see from there, they redid -everything- around the zone, and only kept the name. Maybe someday they will dig out the old map and make another black marsh zone from it...
But the switching was done from the craglorn feedback. Like has been said, it was a mess, way too difficult to find anyone to quest with, nigh-impossible to quest through without someone, so most people just went there to farm nirncrux and avoided all the questings altogether (the occasional guilder group aside). Its much better now, though it can still be hard to find enough people for some of the groupy stuff...
So, ZoS came with craglorn, saw how it went, and learned from it. Put "Murkmire the adventure zone" on the back burner while they did other stuff, then came out with OT and the craglorn rework to solo questing with some optional groupy stuff... and redid murkmire completely as a entirely different DLC, reusing much of what they had done for the adventure zone concept, but with a completely new setup and in many cases quite re-envisioned...
I concur and that's what I mean, standing around towns showing off skins or looking for carries or pug trials is not the same as being out in the world as a soloist doing the challenging content like the delves or the world bosses.
Really sorry this is so off-topic, but I now have an image of you in a glade somewhere, bodies strewn about the floor, furiously playing a grand piano or cello (or similar) and this picture delights me.
Don't even know why they called it Murkmire really. What we now have as "Murkmire" is a completely different zone in a completely different location to where Murkmire should have been.TheShadowScout wrote: »Murkmire was announced looong before OT, but then completely reworked.BisDasBlutGefriert wrote: »(off topic slightly)
I can't remember if murkmire was before, or after one tamriel. Was it announced as an adventure zone before release,before one tamriel. Then came out as a regular zone on release post one tamriel? I'm curious on reasoning behind switching murkmire to regular zone, like the OPs question of whatever happened to adventure zones.
There is an old concept map:
...but as you can see from there, they redid -everything- around the zone, and only kept the name. Maybe someday they will dig out the old map and make another black marsh zone from it...
But the switching was done from the craglorn feedback. Like has been said, it was a mess, way too difficult to find anyone to quest with, nigh-impossible to quest through without someone, so most people just went there to farm nirncrux and avoided all the questings altogether (the occasional guilder group aside). Its much better now, though it can still be hard to find enough people for some of the groupy stuff...
So, ZoS came with craglorn, saw how it went, and learned from it. Put "Murkmire the adventure zone" on the back burner while they did other stuff, then came out with OT and the craglorn rework to solo questing with some optional groupy stuff... and redid murkmire completely as a entirely different DLC, reusing much of what they had done for the adventure zone concept, but with a completely new setup and in many cases quite re-envisioned...