Specifically designed "end game zones" are a bad idea, because the majority of players won't be interested in visiting (and therefore buying) them. Craglorn is a lesson we need to learn from.We probably need another Craglorn but bigger and harder.
Darkstorne wrote: »Look at TESV: Skyrim. Easy mobs and areas are mixed in with harder mobs and areas all the time.
Darkstorne wrote: »Look at TESV: Skyrim. Easy mobs and areas are mixed in with harder mobs and areas all the time.
This doesn't work in multiplayer games. There will always be a higher level player who will be killing the tougher mob.
Ooh, that's a good idea. Maybe they could design each zone and the respective story to be pretty easy for total newbies, but then they could have a few boss-like creatures around the world that would be a bit harder to kill as a new player. That way once you can solo it, you really get that feeling of accomplishment. They might also put in special dungeons or something where you get loads more mobs and a few of those bosses, where you're meant to go in as a group, and then you can go back later go get your revenge. I'd even like it if in DLC zones, these bosses maybe even ended up on the harder side with some mechanics too. Heck, put in a second one of these dungeons for fun!Darkstorne wrote: »ZOS might want to try designing zones like that - where most of a map and content is still accessible to new players and levelling alts, but there are certain dungeons and areas that are balanced for solo play with end-game gear, not only providing a challenge but also a reason to keep revisiting maps at high levels to clear up content that you skirted around before because your character wasn't a demi-god yet, and getting your revenge on the giant that kicked your ass last time you visited
EDIT: The other advantage of this solution is it doesn't remove that powerful feeling of progression you have from steamrolling the majority of enemies you come across (hey, you put in the time, you earned that feeling). Bandits and wolves will still melt around you. It's the enemies who should be able to stand toe-to-toe with you that will be able to do so. You get your hard-mode content and still feel like a powerhouse at the same time.
Yeah, I guess you could make that argument. I think something in-between the difficulty of regular overland mobs and world bosses is what I'd argue for, since WBs and public dungeons are designed for groups so still out of reach for many CP160+ players relaxing for an evening's solo play session. But I totally agree with your sentiment that WBs are a fantastic option for people seeking that end-game solo challenge, and they certainly prove that there's nothing wrong with having harder content in maps alongside easy content.tomofhyrule wrote: »...you know, kind of like the WBs and the Public Dungeons that we already have...
Darkstorne wrote: »Specifically designed "end game zones" are a bad idea, because the majority of players won't be interested in visiting (and therefore buying) them. Craglorn is a lesson we need to learn from.We probably need another Craglorn but bigger and harder.
A Potential Solution:
Look at TESV: Skyrim. Easy mobs and areas are mixed in with harder mobs and areas all the time. How many players visited that giant camp outside Whiterun and were sent flying into the sky? Okay, they died, but they quickly learned giants and mammoths are best ignored at low levels, and they should stick to wolves and bandits instead. Even bears and sabre cats were worth being extra cautious around and possibly ignoring at first. That didn't alienate a bunch of players from the game who couldn't understand level ranges etc. It made sense, it was easy to understand, and the game is still insanely popular to this day.
ZOS might want to try designing zones like that - where most of a map and content is still accessible to new players and levelling alts, but there are certain dungeons and areas that are balanced for solo play with end-game gear, not only providing a challenge but also a reason to keep revisiting maps at high levels to clear up content that you skirted around before because your character wasn't a demi-god yet, and getting your revenge on the giant that kicked your ass last time you visited
EDIT: The other advantage of this solution is it doesn't remove that powerful feeling of progression you have from steamrolling the majority of enemies you come across (hey, you put in the time, you earned that feeling). Bandits and wolves will still melt around you. It's the enemies who should be able to stand toe-to-toe with you that will be able to do so. You get your hard-mode content and still feel like a powerhouse at the same time.
BrownChicken wrote: »Stop equating new players with casuals. Many are disappointed when, after a couple of months of playing, they discover that all of Tamriel is a large starting area. Yes, there are dungeons and trials, but this is group content and you can only launch this content if you find other willing players.
Sounds like a mockery ... Why? Group should remain group, solo should be solo. I just want the overland and questing to be more than a walking / dialogue simulator. I want to play more in ECO, I want to travel around the location and perform interesting and useful tasks. Alas, all overland zones are simply dead, coming to life only during events.Incorrect, you can enter and create any group instance as a solo player. You want really hard? Go solo a vet DLC dungeon, there are some where mechanics permit. Go see how far you can get in a trial solo.
Eso began to gain popularity with the release of the first DLC`s. IC was a very interesting and popular area at the start. Only after some time began to appear complaints about pvp in IC. Orsinium has already taken this path, the same casual one. The dailys first appeared there. I got tired of zerg bosses and doing quests for delves pretty quickly. I then thought that we already have 15 exactly the same zones as Orsinium, why do we need one more?ESO has not made it's popularity on being a super hard "traditional" MMO - it is extremely unlikely ZOS will change that to suit a small group of vocal players. It's pretty obvious the current model is working, so maybe explore some of the ways that DO exist for you to modify your own game difficulty.
CaffeinatedMayhem wrote: »The zone that got nerfed because it wasn't popular and no one would do it... you think ZOS will make more if you keep making these topics every week?
I'm going with... no.
the1andonlyskwex wrote: »
If hard mode drops better loot, everyone (including new players and people who like things the way they are) will feel forced/obligated to enable it, because normal mode will feel like a waste of time in comparison.
If you want hard content, you should be running dungeons, trials, or arenas.
Hard content doesn't work in the overland. Why not? Because there is no way to control the encounters.
For example, look at dragons. They're extremely hard if you're solo. But during the event, you're scrambling to just hit it with something before it dies. Not only is the overland visited by players spanning a wide range of skill levels, but there is no way to control how players encounter enemies. Balance something for a solo player, and it will become a joke if other nearby players join in. Balance it for a group of 4, and it can still become a joke (Dragons during the event) while frustrating solo players (Dragons during off-hours outside the event).
This is why the truly hard (and interesting) PvE fights will always be relegated to controlled instances.