One problem dungeons suffer from is that, much like a Scooby Doo episode, they are all extremely formulaic, having a start here, kill this boss, this boss, this boss, this boss, final boss, end here, and, as in Scooby Doo, the villain would have gotten away with it, if it hadn’t been for those meddling kids.
I know there are some newer dungeons with secret side bosses and such, but those are small changes that don’t significantly shake up the format.
The developers are limited in some ways by the restrictions imposed by the four person, specific role crew, and expectations of time to complete, as well as relative compatibility with other dungeons, but a fresh approach could be a step toward making this game mode more interesting and fun.
SkaraMinoc wrote: »I guarantee 100% that more players play battlegrounds every day than trials. It's not even close.
It's mind boggling that they add a new trial and not a new battleground. Makes zero sense.
codierussell wrote: »Recently, I have had many conversations about the direction for the content releases that ZOS has been implementing. For the last couple years it seems like they are okay with a chapter containing a zone and trial, a zone DLC and two dungeon DLCs. My question is why, and if the player base agrees with this? Now obviously all PvPers hate this because there is never any new PvP content, hence why PvP is so scarce lately. But I wanted to dive into my perspective on the content structure.
First off the chapters. Usually this are larger zones with lots to do and a full trial. As a endgame PvE player, this is the best time of year because of the new trial. The zone, I don't really care for. Although I do agree that lots of people love the lore and the zone questing so it makes sense why this content is there. Looking at it from a constructive view I really can't argue about how they release the chapters once a year. They have a lot of content for a wide range of players and you almost always see a bump in player population during the chapter release.
Moving on to the zone DLC like the one upcoming. People like myself usually ignore it entirely. There is nothing in these updates that I am overly excited about other than the occasional set. The quests and stories tend to be rather short and the zones small. I see these as an extension of base game zones that most of us have done years ago. These DLCs are only for lore players.
Now onto the dungeon DLCs. To be blunt I find these a huge waste of resources for ZOS. Endgame players like myself have all this content done within a week of being launched. The hard modes tend to be easy, and therefore the trifectas are finished very quickly, sometimes finishing them within a couple attempts. For the questers and lore players, well that only gives them one play through to get the content they play the game for. These are the DLCs I think need to be reevaluated. The dungeons never provide any long lasting content and maybe some decent sets here or there in an already massive set pool. I never hear someone say "hey lets do x dungeon I love that place so much!", it is always "can you do x dungeon with me so I can farm this set". So my point, why does ZOS put so much effort into creating 4 dungeons per year that has very little replay value?
My solutions: First off would be stop putting out dungeons, or at least change one dungeon DLC to something else. I would love to replace one dungeon DLC a year (ie two dungeons) with a mini trial. That way a mini trial and a full trial are released every year. Trials have a lot more replay value because of the leaderboard system and the higher difficulty than 4 man dungeons. Talking about leaderboards, why not have a leaderboard system in dungeons? A harder difficulty in dungeons that drop gold items? These are things that may actually make dungeons worth running.
codierussell wrote: »I would love to replace one dungeon DLC a year (ie two dungeons) with a mini trial. That way a mini trial and a full trial are released every year. Trials have a lot more replay value because of the leaderboard system and the higher difficulty than 4 man dungeons.
NettleCarrier wrote: »"Now onto the dungeon DLCs. To be blunt I find these a huge waste of resources for ZOS. Endgame players like myself have all this content done within a week of being launched. The hard modes tend to be easy, and therefore the trifectas are finished very quickly, sometimes finishing them within a couple attempts." (Quoted - sorry, I didn't want to quote the entire post).
Consider yourself in the far minority for this. I'm about to hit CP2000 this week and I still don't feel this way and have very few trifectas complete because it requires other people to also be good. You're min/maxing content just to beat it and then complaining that there's nothing to do. Why not enjoy the journey instead? It's the same argument people make for "Vet Overland", difficulty for the sake of being difficult. You can always wear different sets, run with fewer people, remove CPs, etc. I'd rather new content be completable with some basic level of persistence then have something so nail-bitingly hard that it can never be done.
Zenimax released a chapter with PvP content. It seemed that not enough PvP players were willing to pony up money to buy into the new PvP as Zos moved it to the base game. While the reasoning is an assumption it makes sense because Zenimax is in business to make money off this game. So if it is correct then Zenimax is probably not likely to waste money on developing a new PvP for the game.
I am speaking to the first major point made in the OP.
To the dungeon aspect, it takes much less work to create two dungeons than an entire zone and the more developed stories that go into it. Also, Zenimax has released mini-trials and arenas with the second zone DLC so Zenimax already does this.
Parasaurolophus wrote: »Why do you blame us for doing min / max? Can we still forget how to play? After all, we don't have an endless power creep.
Hallothiel wrote: »I quite like the content & the schedule they now have - as pointed out upthread, prior to Morrowind it was much less certain as to what you were going to get.
And I heartily disagree about the dlcs. I think that the last two have had better stories & design than the main chapter. Just don’t charge through them when they drop & the complain you have nothing to do.
But then I have many characters and find replay value in all the zones. Can usually find something fresh each time.
(And I also do ‘endgame’. And pvp. And housing. 🙂)
Parasaurolophus wrote: »Zenimax released a chapter with PvP content. It seemed that not enough PvP players were willing to pony up money to buy into the new PvP as Zos moved it to the base game. While the reasoning is an assumption it makes sense because Zenimax is in business to make money off this game. So if it is correct then Zenimax is probably not likely to waste money on developing a new PvP for the game.
I am speaking to the first major point made in the OP.
To the dungeon aspect, it takes much less work to create two dungeons than an entire zone and the more developed stories that go into it. Also, Zenimax has released mini-trials and arenas with the second zone DLC so Zenimax already does this.
No, it doesn't. Deadlands is left without any high-end content.
codierussell wrote: »Now onto the dungeon DLCs. To be blunt I find these a huge waste of resources for ZOS. Endgame players like myself have all this content done within a week of being launched. The hard modes tend to be easy, and therefore the trifectas are finished very quickly, sometimes finishing them within a couple attempts. For the questers and lore players, well that only gives them one play through to get the content they play the game for. These are the DLCs I think need to be reevaluated. The dungeons never provide any long lasting content
Now the Elsweyr main story ended there then you took Rimen and installed the queen. The Southern Elsweyr was an new but connected story arch as i see it and say it worked much better than bringing the story to an sudden halt and repeating half an year later.Well, I am not sure why you blow off the "zone DLC" as it is the conclusion to the year's story. It's pretty important.
I dislike this piecemeal release schedule. It was novel the first time (Elsweyr) but now it's just annoying. I was always under the impression that if I bought the main expansion the 2nd part ("zone DLC") was included but lately I have heard that it isn't the case? (I have had plus since it started so I would have access either way.) It's so confusing. I don't know if they make it intentionally confusing so that people accidentally overspend or what.
What I would really like them to do is simply release a full expansion whenever it is ready. Give us the whole thing, charge us more, fine.
I have to disagree with you about player's expectations. Well, yeah, technically you are right, but in fact player still doesn't know what quality an approaching content has. Let me explain.trackdemon5512 wrote: »codierussell wrote: »Recently, I have had many conversations about the direction for the content releases that ZOS has been implementing. For the last couple years it seems like they are okay with a chapter containing a zone and trial, a zone DLC and two dungeon DLCs. My question is why, and if the player base agrees with this? Now obviously all PvPers hate this because there is never any new PvP content, hence why PvP is so scarce lately. But I wanted to dive into my perspective on the content structure.
First off the chapters. Usually this are larger zones with lots to do and a full trial. As a endgame PvE player, this is the best time of year because of the new trial. The zone, I don't really care for. Although I do agree that lots of people love the lore and the zone questing so it makes sense why this content is there. Looking at it from a constructive view I really can't argue about how they release the chapters once a year. They have a lot of content for a wide range of players and you almost always see a bump in player population during the chapter release.
Moving on to the zone DLC like the one upcoming. People like myself usually ignore it entirely. There is nothing in these updates that I am overly excited about other than the occasional set. The quests and stories tend to be rather short and the zones small. I see these as an extension of base game zones that most of us have done years ago. These DLCs are only for lore players.
Now onto the dungeon DLCs. To be blunt I find these a huge waste of resources for ZOS. Endgame players like myself have all this content done within a week of being launched. The hard modes tend to be easy, and therefore the trifectas are finished very quickly, sometimes finishing them within a couple attempts. For the questers and lore players, well that only gives them one play through to get the content they play the game for. These are the DLCs I think need to be reevaluated. The dungeons never provide any long lasting content and maybe some decent sets here or there in an already massive set pool. I never hear someone say "hey lets do x dungeon I love that place so much!", it is always "can you do x dungeon with me so I can farm this set". So my point, why does ZOS put so much effort into creating 4 dungeons per year that has very little replay value?
My solutions: First off would be stop putting out dungeons, or at least change one dungeon DLC to something else. I would love to replace one dungeon DLC a year (ie two dungeons) with a mini trial. That way a mini trial and a full trial are released every year. Trials have a lot more replay value because of the leaderboard system and the higher difficulty than 4 man dungeons. Talking about leaderboards, why not have a leaderboard system in dungeons? A harder difficulty in dungeons that drop gold items? These are things that may actually make dungeons worth running.
Why things are done the way it’s done right now:
1. ...
2. Player Expectations - players now know what they’re getting. Two area DLCS with a lot of content and two Dungeon DLCs. The Dungeon DLCs are really for the developers to focus on mechanics and performance updates. Racial changes, stat consolidation, and CP2.0 were all released as part of Dungeon DLCs
Pre Vvardenfell players weren’t quite sure what they would get. Wrothgar was released two years prior and in between players only got dungeons and small zone DLCs. That’s frustrating for those subscribing to ESO+. Currently the value of ESO+ with regards to DLC access is fantastic compared to say getting two small zones and dungeons back in the day.
3. ...
The last one. Blackwood. Oh god... I honestly love this game, but it is the first expansion I regret spending money. I tried to not rush it, but have completed the whole chapter in THREE evenings! Then I said "Ok, location itself is nice so I can at least farm resources here..." but the placing of nodes was so poor and wide spread compared to Summerset, so I just gave up. Companions? Well, this was a great intrigue or maybe a dark horse, because no one asked for them, but an idea is great. Eh... You already knew what we have got. There is still no information about future companions or any updates like visible helmets. Deadlands DLC? I love daedric them as far as I play sorceress, so I appreciate new daedric lore. But again, after I complete it, will there be something for me to do? What will bring me back there every single day? Summerset holds me in itself for years because it's good. I'm going to buy an Agony's Ascent, but it's different, because I have to pay more money than I already spent on Blackwood, Greymoor and Elsweyr put together. Is this what players expect to find?
On the other hand Blackwood had a very boring main quest, so boring I didn't finish it till a month ago or so, some good side-quests here and there, and an enormous, half-empty land. It reminds me of Cyrodiil only without the trains and lag. Hubs are so far from each other, you have to run unnecessarily through empty, meaningless space lacking chests, nodes, mobs and above all detail. The main hubs are OK, but the interesting wilderness we were promised just isn't there. Trees aren't even thick enough to go on exploring, you can see as far as LoS allows it, which is a lot. Filled with a lot of nothing
On the other hand Blackwood had a very boring main quest, so boring I didn't finish it till a month ago or so, some good side-quests here and there, and an enormous, half-empty land. It reminds me of Cyrodiil only without the trains and lag. Hubs are so far from each other, you have to run unnecessarily through empty, meaningless space lacking chests, nodes, mobs and above all detail. The main hubs are OK, but the interesting wilderness we were promised just isn't there. Trees aren't even thick enough to go on exploring, you can see as far as LoS allows it, which is a lot. Filled with a lot of nothing
I don't want to pile on ZOS more than I have, but I do agree about the trees and half-empty land. Blackwood is more Central Park than National Forest.
What I expected...
What Amazon Game Studio delivered...
What ZOS delivered...
("Yay" for ZOS making it rain so much while I am in the game, by the way... )