SilverBride wrote: »I never mentioned overland zone set drops and neither did they. They requested that the story quest bosses be veteran level, be repeatable, and drop loot appropriate for their difficulty.
That is what this is really about.
Show me that quote then
Overall the point being is that this is a story boss and not a dungeon or trial, also the focus of this post is on the challenge and not monetary reward.
(EDIT#2: But maybe a mythic item tied to a specific Story Boss would be cool)
Overall the point being is that this is a story boss and not a dungeon or trial, also the focus of this post is on the challenge and not monetary reward.
(EDIT#2: But maybe a mythic item tied to a specific Story Boss would be cool)
The hope of the idea is that there was a bit of something for everyone and did not solely satisfy just ONE type of player. (like me who just wanted a harder boss fight) I proposed an idea that was basically designed like the rest of the game - big woop - but it certainly was not on par with Trials or even the hardest of DLC dungeons.
EDIT: also I definitely was not seeking some sneaky way to get Vet Dungeon or Vet Trial gear -- what nonsense.
MirandaSharp wrote: »Too many are asking ZOS to reinvent the wheel or something. All needed is a difficulty setting to nerf our character so that overland content feels more difficult. The content is great and there's more than enough of it to experience in the game. No need for any vet-servers or uber loot or any extra rewards etc.. The reward is simply to be able to enjoy the quests again, like we all did when we first started.
I wonder how many people would do veteran dungeons if they didn't drop monster helmets? I certainly would not. Vet dungeon is just a temporary instance that ceases to exist as soon as everyone leaves it.
Devs could add extra instances of zones, but they would be deserted by majority, so what's the point of keeping them? Even those who want them will probabply feel lonely playing in ghost towns.
AfterSilverBride wrote: »
SilverBride wrote: »
SilverBride wrote: »Thechuckage wrote: »...Crag failed because it was GROUPED OVERLAND. Group quests just dont work outside of dungeons. And, once again, no one is asking for that same failed concept. If there was ever a horse to stop beating, its that one.
And veteran overland zones failed because they either required taking a lot of time and often dying, or grouping to avoid that. They were frustrating and a roadblock to the average player completing the content.
There is not enough support to justify bringing back something that failed the first time, optional or not.
Thechuckage wrote: »SilverBride wrote: »Thechuckage wrote: »...Crag failed because it was GROUPED OVERLAND. Group quests just dont work outside of dungeons. And, once again, no one is asking for that same failed concept. If there was ever a horse to stop beating, its that one.
And veteran overland zones failed because they either required taking a lot of time and often dying, or grouping to avoid that. They were frustrating and a roadblock to the average player completing the content.
There is not enough support to justify bringing back something that failed the first time, optional or not.
I disagree with your first assertion.
And you have no basis for your second. No a forum poll with a few respondents is hardly equal to the entire game population. Which is somewhere in the millions according to Zos. Even the most crooked politicians wouldn't try to hold up those numbers as representative.
SilverBride wrote: »Thechuckage wrote: »SilverBride wrote: »Thechuckage wrote: »...Crag failed because it was GROUPED OVERLAND. Group quests just dont work outside of dungeons. And, once again, no one is asking for that same failed concept. If there was ever a horse to stop beating, its that one.
And veteran overland zones failed because they either required taking a lot of time and often dying, or grouping to avoid that. They were frustrating and a roadblock to the average player completing the content.
There is not enough support to justify bringing back something that failed the first time, optional or not.
I disagree with your first assertion.
And you have no basis for your second. No a forum poll with a few respondents is hardly equal to the entire game population. Which is somewhere in the millions according to Zos. Even the most crooked politicians wouldn't try to hold up those numbers as representative.
True the numbers are a rough estimation, but that goes both ways.
But you can't dispute that veteran overland was removed with One Tamriel. Why would they bring it back now?
Thechuckage wrote: »Who has asked for old Crag back? No one. Many of the detractors seem it has to be current or ol Crag only. That is untrue and a false dichotomy.
SilverBride wrote: »
SilverBride wrote: »Thechuckage wrote: »SilverBride wrote: »Thechuckage wrote: »...Crag failed because it was GROUPED OVERLAND. Group quests just dont work outside of dungeons. And, once again, no one is asking for that same failed concept. If there was ever a horse to stop beating, its that one.
And veteran overland zones failed because they either required taking a lot of time and often dying, or grouping to avoid that. They were frustrating and a roadblock to the average player completing the content.
There is not enough support to justify bringing back something that failed the first time, optional or not.
I disagree with your first assertion.
And you have no basis for your second. No a forum poll with a few respondents is hardly equal to the entire game population. Which is somewhere in the millions according to Zos. Even the most crooked politicians wouldn't try to hold up those numbers as representative.
True the numbers are a rough estimation, but that goes both ways.
But you can't dispute that veteran overland was removed with One Tamriel. Why would they bring it back now?
If nerfing worked then we'd just run naked - it's the mechanics that would have to be adjusted in a separate instance to be engaging.
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