Red_Feather wrote: »Having a group area in each zone isn't the end of the world. Why are people overreacting to the suggestion. It's one group area in a zone. I don't get the big deal. Each zone has it's own theme and it would be nice if a group of players or someone really good at duoing or soloing get to experience a challenge in that themed environment instead of having to go off into a trial instance somewhere over and over again.
Darkstorne wrote: »Specifically designed vet delves in existing zones would be my dream announcement.
As much as I adore healing in vet dungeons, and really look forward to every single Q1 and Q3 DLC, I'd be really happy if they said "from now on each Q1 and Q3 DLC will add one group dungeon, and one vet delve to the game." I think we have a lot of dungeons already, and I'd rather see the team focus on one dungeon per DLC for extra polish, and flex their creative wings with some solo vet delves alongside them.
But I completely get that this is just me and my weird desires for this game to lean even harder towards solo content, despite being a big fan of group dungeons
There is a REASON why ZOS has said they will not make any more 'group zone' content outside of dungeons... because Craglorn was an utter failure for the majority of players. Sure 'a lot' of players want more difficulty at least according to the vocal minority on the forums, but the majority apparently do not. Craglorn was a DEAD zone before they completely revamped it to make it solo friendly... and I believe they also tamped down the difficulty of "+delves" as well to make it more solo-friendly.
It costs $$ and resources to make zones and content, content that only a minority of players will play ONCE and then probably never again. That's how Craglorn became a ghost zone, and it wasn't until the revamp that players started going there again with all their alts... [snip]
Difficult overworld was never given a fair chance. The game had a couple thousand players at launch and they based their decisions for One Tamriel around those few people. The game then gained a ton more players after relaunching. I had completely forgotten about ESO up until they announced One Tamriel. We can only attribute the increase in players at that point to the relaunch, not the decrease in difficulty. [snip]
Craglorn did bad because anyone looking for an interesting overworld didn't make it past their starting zone and never made it to Craglorn. The people who did, made it to Craglorn because the game allows you to make it literally anywhere unscathed and Craglorn was the only test they faced.
[snip]
WaywardArgonian wrote: »I've always thought that Craglorn 'dungeons' such as Shada's Tear are the perfect representation of what this theorized 'vet overland' could look like. Reasonably challenging but not impossible solo content that at the very least requires you to stay on your toes. I would love to see more of it.
corrosivechains wrote: »For some bizarre reason the modern gamer thinks "MMO" means "Single-player with chatroom".
corrosivechains wrote: »Also a LOT of false equivalencies. The game wasn't a failure before One Tamriel because one zone in the game most of those who quit playing never even saw was geared toward grouping.
I think what you, and a lot of people who claim they want harder overworld, aren't considering is the fact that a majority of people playing ESO aren't playing it for the MMO aspect. They're playing it because it's a game in the TES universe that happens to be an MMO. That means a majority of people playing are coming from the single-player TES games. The devs themselves apparently are even steering from calling ESO an MMO, though I've only seen other people claim this and can't remember having ever read it myself (but then again my memory is horrible so that's not saying much). Why do you think so many people play solo? It's because they're here for the TES aspect, not the multiplayer aspect.corrosivechains wrote: »Red_Feather wrote: »Having a group area in each zone isn't the end of the world. Why are people overreacting to the suggestion. It's one group area in a zone. I don't get the big deal. Each zone has it's own theme and it would be nice if a group of players or someone really good at duoing or soloing get to experience a challenge in that themed environment instead of having to go off into a trial instance somewhere over and over again.
For some bizarre reason the modern gamer thinks "MMO" means "Single-player with chatroom". Aetherius forbid multiplayer games were actually multiplayer.
Also a LOT of false equivalencies. The game wasn't a failure before One Tamriel because one zone in the game most of those who quit playing never even saw was geared toward grouping.
I think what you, and a lot of people who claim they want harder overworld, aren't considering is the fact that a majority of people playing ESO aren't playing it for the MMO aspect. They're playing it because it's a game in the TES universe that happens to be an MMO. That means a majority of people playing are coming from the single-player TES games. The devs themselves apparently are even steering from calling ESO an MMO, though I've only seen other people claim this and can't remember having ever read it myself (but then again my memory is horrible so that's not saying much). Why do you think so many people play solo? It's because they're here for the TES aspect, not the multiplayer aspect.corrosivechains wrote: »Red_Feather wrote: »Having a group area in each zone isn't the end of the world. Why are people overreacting to the suggestion. It's one group area in a zone. I don't get the big deal. Each zone has it's own theme and it would be nice if a group of players or someone really good at duoing or soloing get to experience a challenge in that themed environment instead of having to go off into a trial instance somewhere over and over again.
For some bizarre reason the modern gamer thinks "MMO" means "Single-player with chatroom". Aetherius forbid multiplayer games were actually multiplayer.
Also a LOT of false equivalencies. The game wasn't a failure before One Tamriel because one zone in the game most of those who quit playing never even saw was geared toward grouping.
I think what you, and a lot of people who claim they want harder overworld, aren't considering is the fact that a majority of people playing ESO aren't playing it for the MMO aspect. They're playing it because it's a game in the TES universe that happens to be an MMO. That means a majority of people playing are coming from the single-player TES games. The devs themselves apparently are even steering from calling ESO an MMO, though I've only seen other people claim this and can't remember having ever read it myself (but then again my memory is horrible so that's not saying much). Why do you think so many people play solo? It's because they're here for the TES aspect, not the multiplayer aspect.corrosivechains wrote: »Red_Feather wrote: »Having a group area in each zone isn't the end of the world. Why are people overreacting to the suggestion. It's one group area in a zone. I don't get the big deal. Each zone has it's own theme and it would be nice if a group of players or someone really good at duoing or soloing get to experience a challenge in that themed environment instead of having to go off into a trial instance somewhere over and over again.
For some bizarre reason the modern gamer thinks "MMO" means "Single-player with chatroom". Aetherius forbid multiplayer games were actually multiplayer.
Also a LOT of false equivalencies. The game wasn't a failure before One Tamriel because one zone in the game most of those who quit playing never even saw was geared toward grouping.
corrosivechains wrote: »That's fine if they do so with the understanding that it's still an MMORPG and they wont be able to solo every single thing in the game.
"corrosivechains wrote: »the majority of people who quit ESO before One Tamriel didn't do so because one zone in the entire game was group focused.
https://www.youtube.com/watch?v=NtM-Ik__mZQ SilverBride wrote: »"corrosivechains wrote: »the majority of people who quit ESO before One Tamriel didn't do so because one zone in the entire game was group focused.
This thread I started back in September 2014 shows otherwise. And you have to consider that back then you went through zones in a linear manner. By the time you reached Craglorn it was the ONLY option to continue leveling.
https://forums.elderscrollsonline.com/en/discussion/132207/please-give-us-a-solo-questing-for-vet-levels-11-14
If you're going to say that claims of most ESO players coming from the single-player games is "completely false", you can't contradict yourself by saying no one has statistics. By the very definition of no one having statistics, you can't say the claim is false OR true. You also claim many are preparing to leave for NW; do you have accurate statistics for that, or just hearsay from a small portion of players? Let's keep in mind that even if you talk to a few hundred players, that's comparable to a drop of water in the ocean to the number of players in the game. I've also seen and heard people say NW is awful, in fact there was a thread here on the forums not all that long ago and most people who posted in it seemed to think it wasn't all that great.Parasaurolophus wrote: »In fact, claims that most teso players are fans of the Scrolls universe is completely false. No one has any statistics. I personally know a lot of teso players who haven't even played Skyrim. And I know for sure that for many players teso is simply the best MMO on the market. However, many are already preparing to leave for the NW. Many have returned back to WoW. Not even all of those tens of millions of players. that played in Skyrim - are not necessarily fans of tes.
Well, let's say, even I'm a fan of the universe and lore of the Elder Scrolls, then I can't play other MMOs and be a high end player? Nonsense ...
I don't understand why the prevailing opinion on the forum is that eso is a purely niche game for casual tes fans. Games like MMOs are always big projects that aim to take over as many players as possible.
I can't speak for everyone but I'm certain most people are aware they can't solo all content, and I wasn't trying to imply people are demanding that. I was simply saying a lot of people prefer to play solo, since a lot of them come from the single-player games. I...haven't really seen anyone demanding ESO be changed so that everything can be made solo, but I would like to point out that plenty of people have demanded content that's supposed to be accessible to everyone be made harder. Yes, a lot of people have suggested things like optional sliders and toggles so you would only get the harder content if you opted in, or make vet versions of overland, but I mean...think about how much money and how many more resources it would cost for ZOS to make more difficult overland versions. Plus, how do they handle optional sliders for making content harder? What if a person who has their game set to Easy and a person who has their game set to Hard try to fight the same boss? Which players gamemode is picked? Are both applied? How would the coding for that work? We don't have that problem with things now because sub-50 players are scaled to CP160.corrosivechains wrote: »That's fine if they do so with the understanding that it's still an MMORPG and they wont be able to solo every single thing in the game. The trend of people buying games that were 100% advertised as something then constantly demanding that it's changed to cater to them and chasing away the parts of the player base that bought the game understanding and wanting the game to be what it was advertised as really needs to be bucked. Especially when they are extremely toxic in their demands, purposefully turn people off to the game in whatever venue they can, then point to their own actions as proof that people didn't like the things they themselves didn't like.
As I stated in the comment you posted, the majority of people who quit ESO before One Tamriel didn't do so because one zone in the entire game was group focused. Most of those who quit ESO before One Tamriel did so LONG before they even got to that point. Starting crusades against an aspect of a game and chasing away the people who enjoy those aspects of the game isn't proof that no one wanted those aspects of the game, and too often you see this false equivalency used by toxic fans.
corrosivechains wrote: »I think what you, and a lot of people who claim they want harder overworld, aren't considering is the fact that a majority of people playing ESO aren't playing it for the MMO aspect. They're playing it because it's a game in the TES universe that happens to be an MMO. That means a majority of people playing are coming from the single-player TES games. The devs themselves apparently are even steering from calling ESO an MMO, though I've only seen other people claim this and can't remember having ever read it myself (but then again my memory is horrible so that's not saying much). Why do you think so many people play solo? It's because they're here for the TES aspect, not the multiplayer aspect.corrosivechains wrote: »Red_Feather wrote: »Having a group area in each zone isn't the end of the world. Why are people overreacting to the suggestion. It's one group area in a zone. I don't get the big deal. Each zone has it's own theme and it would be nice if a group of players or someone really good at duoing or soloing get to experience a challenge in that themed environment instead of having to go off into a trial instance somewhere over and over again.
For some bizarre reason the modern gamer thinks "MMO" means "Single-player with chatroom". Aetherius forbid multiplayer games were actually multiplayer.
Also a LOT of false equivalencies. The game wasn't a failure before One Tamriel because one zone in the game most of those who quit playing never even saw was geared toward grouping.
That's fine if they do so with the understanding that it's still an MMORPG and they wont be able to solo every single thing in the game. The trend of people buying games that were 100% advertised as something then constantly demanding that it's changed to cater to them and chasing away the parts of the player base that bought the game understanding and wanting the game to be what it was advertised as really needs to be bucked. Especially when they are extremely toxic in their demands, purposefully turn people off to the game in whatever venue they can, then point to their own actions as proof that people didn't like the things they themselves didn't like.
As I stated in the comment you posted, the majority of people who quit ESO before One Tamriel didn't do so because one zone in the entire game was group focused. Most of those who quit ESO before One Tamriel did so LONG before they even got to that point. Starting crusades against an aspect of a game and chasing away the people who enjoy those aspects of the game isn't proof that no one wanted those aspects of the game, and too often you see this false equivalency used by toxic fans.
You're basically saying the same thing I am; a lot of players are drawn more by the TES aspect than the MMO aspect. That's not to say there aren't a lot of people who like it because it's TES lore in an MMO format. My point was the main factor and draw IS the TES aspect of the game and less so the fact that it's an MMO set in the TES universe. I'm sure plenty of people who've only played maybe one or two previous TES titles play because they wanted an MMO they could enjoy regardless of the franchise. Like is stated in those articles I linked, even the game director and devs and all don't consider ESO an MMO in the traditional sense, and more emphasis is placed on the RPG aspect. I also decided to do a search about whether people play ESO for the lore/franchise or for the MMO aspect, and even though it's a small sample size, numerous posts in various threads here on the forum and on Reddit seems to point towards more people playing ESO for the lore/franchise aspect than the MMO one. It's late though and I meant to go to bed like 3 hours ago, so I'll have to look through more threads later once I'm not braindead from tiredness.I think the person you quoted is mistaken about the player base as we likely have a mix of TES fans and those that were not heavy into TES. At the end of the day, most players are probably here to play an MMORPG that is set in TES lore which is specifically what the developers intended this game to be. None of us know where the dividing line is and it is probably not important.
SilverBride wrote: »"corrosivechains wrote: »the majority of people who quit ESO before One Tamriel didn't do so because one zone in the entire game was group focused.
This thread I started back in September 2014 shows otherwise. And you have to consider that back then you went through zones in a linear manner. By the time you reached Craglorn it was the ONLY option to continue leveling.
https://forums.elderscrollsonline.com/en/discussion/132207/please-give-us-a-solo-questing-for-vet-levels-11-14
I'm not following your reasoning.
Are you saying that those 18 agrees and 1 awesome was the majority of the playerbase and that those players quit due to Craglorn?
What your thread is showing is a group of people that didn't like how Craglorn was designed in 2014. I didn't like it either btw (even if it had its "charm"). But it doesn't show 1) The majority of the playerbase, and 2) The majority quitting.
By that standard, the "76 yes / 21 no" (shown in this thread, as of right now) is telling that a majority of players in ESO wants current Craglorn difficulty to spread to more areas.
And who knows how many people have already quit because they find the overland areas too easy. The sample data used, in both examples, is biased.
A lot of people didn't like how Craglorn was designed in 2014, and I'm one of them. But most of the players back then probably didn't quit because of Craglorn exclusively. The game was a buggy mess back then. Nobody today is being "forced to level up" in Craglorn (like back then). The difficulty of Craglorn then is the same as of today.