AlexanderDeLarge wrote: »Adventure zones are great and would be received very well in TESO today post-One Tamriel with working grouping and phasing mechanics. It just wasn't given a fair chance under fair circumstances.
I doubt that. Many years ago when Everquest 2 launched they had the whole game build up around group content and players hated it because they couldnt progress without finding groups. For ESO you can see this issue with trial group finding as well.
When someone comes home from work or school they want to play, they dont want to spend to much time finding a group to get something done. ESO does a great job in achieving this with the way zones and queues work. The only thing realy lacking is some sort of trial grouping system.
I could see it working if it were like a public dungeon, along with more engaging mechanics, rather than a required group dungeon
AlexanderDeLarge wrote: »Adventure zones are great and would be received very well in TESO today post-One Tamriel with working grouping and phasing mechanics. It just wasn't given a fair chance under fair circumstances.
I doubt that. Many years ago when Everquest 2 launched they had the whole game build up around group content and players hated it because they couldnt progress without finding groups. For ESO you can see this issue with trial group finding as well.
When someone comes home from work or school they want to play, they dont want to spend to much time finding a group to get something done. ESO does a great job in achieving this with the way zones and queues work. The only thing realy lacking is some sort of trial grouping system.
I could see it working if it were like a public dungeon, along with more engaging mechanics, rather than a required group dungeon
You would just move the issue around and worst case you would end up with an additional issue. More engaging mechanics would mean higher difficulty. The problem with difficulty is that you will not find a single baseline to fit all users. Take a look at solo arenas. They try to have a single baseline for each difficulty. You end up with players where normal is to easy and vet is to hard. At the same time you have players that run through hard like its nothing. Having a public dungeon with harder mechanics would effectively end up with the same problem. You would have the lower end where players would be forced to group and the higher end thats still bored. Depending on where you put your baseline you are just stacking players from one side to the other.
The main problem for engaging and difficult content is that the game has hidden mechanics that are not obvious but play a huge role in player efficiency. For example light attack weaving or the huge damage gap from choosing specific skills. This creates a huge gap between DD players. This gap has to be resolved to have them close enought together. At the same time you need better support for dual spec to allow Tank and Healer players to also have efficient DD builds without the needs for respecing. Otherwise you will just annoy that player group with ther natural lower efficiency.
I couldn't get through all 7 pages. So this has prob been said before but.... wouldn't the simplest thing just be to add a buff (debuff) like battle spirit that increases damage taken, decreases done and maybe offers some small additiomal rewards....
AlexanderDeLarge wrote: »Adventure zones are great and would be received very well in TESO today post-One Tamriel with working grouping and phasing mechanics. It just wasn't given a fair chance under fair circumstances.
I doubt that. Many years ago when Everquest 2 launched they had the whole game build up around group content and players hated it because they couldnt progress without finding groups. For ESO you can see this issue with trial group finding as well.
When someone comes home from work or school they want to play, they dont want to spend to much time finding a group to get something done. ESO does a great job in achieving this with the way zones and queues work. The only thing realy lacking is some sort of trial grouping system.
I could see it working if it were like a public dungeon, along with more engaging mechanics, rather than a required group dungeon
Necro thread.
And companions are just a shade above being absolutely useless. They won’t magically enable players who can’t do difficult content to suddenly be able to.