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Quest Mode For Dungeons

  • ZeroDPS
    ZeroDPS
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    Yes, I like this idea and want to get into the story
    DinoZavr wrote: »
    @ZeroDPS, my answer is definitely No.

    And as you demand explaining that my take is very clear:
    What you want to obtain is, literally, zero-effort gaming.
    This contradicts the very nature of computer games: the most successful ones are challenging enough and reward with a sensation of progression. Needless to say, ESO overland content is far from being any challenging.

    For players who would like to find the harder content matching theirs skills and gear, there are plenty of group dungeons and all of them have different difficulties. Like Fungal Grotto 1 (which is considered to be the easiest one of the bunch) - is designed for FOUR level TEN players (and with One Tamriel scaling it is not hard to solo it on level 20-ish even in a trash gear). There are youtube videos if soloing Eden Hollow 1 with level 6..
    You can solo most of base game 4-men (exceptions are FG2 (pin), WayrestSevers2 (cc), CoH2 (cocoon)) - these can be done duo. You can solo many DLC dungeons, but this requires better skills.

    There are several reasonable approaches to do them dungeons with no rush:
    - get friends and do dungeons in your pace. the game is a MMO, so use it as the MMO: cooperate with friends
    - if you are unable to make friends you can buy a carry. As you are paying, your mercenaries will follow your directions
    - try soloing. There are many creative ways to counter anti-solo bosses like werewolf form in Blackheart Haven, precognition in FG2, companion in CoH2.. etc
    - whine and ask the allmighty game-makers to make you PVE Cyrodiil, immunity in IC, story-mode dungeons..

    Why the later? Some achievements require some careful preparations and really hard work, some achievements might be impossible (like you cannot make a solo trifecta in Rockgrove trial).

    As for "new players" many posters do appeal to - why to deliver everything right from the very start?
    Is not it logical, there are some achievements (example: vMA) that are the real achievements, but not a cakewalk?
    Let them level up and git good. Progression is a good sensation. As well as friendship. All of that resolves the problem:
    friends, carries, getting better. Applying to game-makers instead means (well for me) unwillingness to get friends, carries, getting better, in general - the unwillingness to apply efforts. Do you think that is the right course ?

    Lack of patience and unwillingness to apply any efforts - in my humble opinion this is not what the games are made for.
    Situation now is that harder content is not delivered by itself, but players who seek it - can definitely find what they look for.
    The topic itself looks like a petition to game-makers to further dumb the game down, removing any progression and complexity.
    Nothing personal - you asked for the opinion, and exactly this is my honest opinion.


    Murphy's Laws: Shaw's Principle: Build a system that even a fool can use, and only a fool will want to use it. B)

    my dear, I have almost 2500+100 people guilds+friends im playing with, second, I dont know your dps but I have at least 1.5-2 times your dps, for your better understanding I did 98% of all achievements on my first account. But this does not let new players solo through every dungeon, and yes, I would see how you soloing lates DLC dungeons. So if you have YouTube channel please share with us, or just add me in discord and show me how you soloing most difficult DLC dungeons
  • ArchangelIsraphel
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    Yes, I like this idea and want to get into the story
    I'd love a story mode. I have no problem playing in a group if I'm actually doing a dungeon to get rewards, but the questing in ESO isn't really optimized for a group experience (someone else closing a window too soon can shut down your own dialouge when you are in a party, for example. Then you miss dialouge.) I'd just find the whole experience of the quest more relaxing and immersive if I didn't have to worry about other people around me waiting for me to finish talking to an npc. Even in an rp group one just feels this pressure to "hurry up".

    Eso's questing is...really meant more for a solo experience even if it is an mmo anyway, given that the lengthy dialouge and detailed npc interaction isn't really compatible with group play. I never liked the idea that my quest is consuming another's time while they wait for me to be done. I'd rather worry about my own time, not someone else's.
    Legends never die
    They're written down in eternity
    But you'll never see the price it costs
    The scars collected all their lives
    When everything's lost, they pick up their hearts and avenge defeat
    Before it all starts, they suffer through harm just to touch a dream
    Oh, pick yourself up, 'cause
    Legends never die
  • ShalidorsHeir
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    Yes, I like this idea and want to get into the story
    I think of that like:

    Add 2 new NPCs (quest givers) for the undaunted where you can do all dungeons on solo mode (where difficulty is a bit downscaled and all mechanics that would require a group are adjusted).

    One gives a quest for normal difficulty --> story only and therefore easy - no rewards other than quest reward (gold) , maybe a box with a set item from that dungeon.

    The other one giving a quest for veteran difficulty --> you receive lower quality loot but the same as the group version of these dungeons (handy to get your set collections done) BUT monster masks and jewerly are excluded. (for the reason that these solo versions shall NOT replace the group content)

    Imo this could satisfy RPers and lore nerds such as myself while also appeal to competive / progress players that seek a challange that have no friends, such as mayself as well.
    Edited by ShalidorsHeir on January 13, 2022 9:28PM
    Eltrys Wolfszahn
    Julia Ansei at-Tava
    C H I M
    "Find a new hill, become a king"
  • spartaxoxo
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    Yes, I like this idea and want to get into the story
    DinoZavr wrote: »
    This contradicts the very nature of computer games: the most successful ones are challenging enough and reward with a sensation of progression. Needless to say, ESO overland content is far from being any challenging

    1) there are plenty of easy video games and they are all still video games. What you find interesting personally is not the very nature of gaming. Many of these games are successful.

    2)Nobody is doing trifectas for the story. The challenging content is unaffected by a story mode. The kind of people that would he helped are the kind queuing random and plowing through normal mode anyway. It is not a challenge, the problem is that it's over too quickly to listen to a character talk.
    Edited by spartaxoxo on January 13, 2022 9:26PM
  • cynaes
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    Yes, I like this idea and want to get into the story
    Definitely yes. Although I've completed all dungeons, I never have time to really enjoy the associated story quest.

    IMHO, story mode should:

    - be geared towards 2 average players
    - allow you to complete the story quest and earn the skillpoint
    - not drop any set items (neither from chests, nor from mobs or bosses). only "normal" loot.
    - find a way to let you experience dungeon mechanics (that's why I think it should be geared towards 2 players, because some mechanics require another player)

    Trials would be great with a story mode as well, same restrictions.
  • ive_wonder
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    Yes, I like this idea and want to get into the story
    I would like to add, if this idea to be implemented, it would be awesome if additional storylines were added to existing dungeons, so we could have not 1 quest per dungeon but maybe 2 or 3.
    Edit.
    Or maybe combine it with someone's idea to add player made dungeons to the game, so storymode + playermade dungeons update.
    Edited by ive_wonder on January 13, 2022 10:08PM
  • Amottica
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    Yes, I like this idea and want to get into the story
    For the dungeons added as part of the year long story a solo mode to get the story should have happened. It just makes sense and is what other lesser games have done

    Even for the rest of the dungeons there should be a story mode. Sense Zenimax has made dungeons friendly to speed runners and designs some dungeons so that the quest giver disappears or is hard to engage once combat begins.

    It just makes sense
  • Facefister
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    [...]No rewards; just story.
    The forums will be filled with complaints, I can almost guarantee that.
    Edited by Facefister on January 13, 2022 10:06PM
  • silvereyes
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    Yes, I like this idea and want to get into the story
    Fantastic idea!
  • ShalidorsHeir
    ShalidorsHeir
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    Yes, I like this idea and want to get into the story
    Facefister wrote: »
    [...]No rewards; just story.
    The forums will be filled with complaints, I can almost guarantee that.

    ye they can - it wont change for them :smile:
    Eltrys Wolfszahn
    Julia Ansei at-Tava
    C H I M
    "Find a new hill, become a king"
  • Monte_Cristo
    Monte_Cristo
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    Yes, I like this idea and want to get into the story
    Ideas for story mode:
    White grade loot only drops from mobs, no set items from bosses.
    Gold drops reduced to 10% of normal.
    Story mode only available once per dungeon per character. Once the quest is done, only normal/veteran modes are available for that character.
    Keep the skill point and blue set item as the quest rewards, as they're tied to the quest, not the dungeon.
    Monster difficulty set to somewhere between that of public dungeons and delves.
  • Jaimeh
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    It's not just new players, but a lot of players who play the game casually who would benefit from this.
  • AlnilamE
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    Other, leave your idea below
    I would say a story mode that you can solo and that unlocks once you have completed the dungeon once in normal or vet mode on that character.

    That way you get your achievement and skill point the way they were intended to be acquired, and as a reward you can go back in to the dungeon to relive the quest as many times as you like solo.
    The Moot Councillor
  • caindele
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    I would just like to have the ability to repeat the dungeon quests without the rewards...so if I get into a group that wants to take their time and let all of the RP play out, we can do it even though the quest has been completed.

  • M0ntie
    M0ntie
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    Other, leave your idea below
    I wouldn’t use it personally, but it would be good for those who like to do the quest and slowly look at everything.
    I’ve never had a group where if I typed quest in group chat didn’t wait for me to do the quest, but I do do them as fast as I can and don’t listen to the dialog. After you’ve done the dungeons countless times, I’m just there for the skill point in a new character.
  • SirLeeMinion
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    Yes, I like this idea and want to get into the story
    I've run all the base game dungeons and some of the DLC dungeons solo to enjoy the story. It would be nice to offer this opportunity to those that cannot solo these dungeons due to gear, CP, ping, dexterity, inexperience, or whatever. In contrast to most opinions, it seems, I see no reason to disallow dungeon drops. I really don't see the difference between farming white or green gear from a solo mode and, for example, speed-farming Arx for the staff at 4 minutes per run.

    As a bonus, I bet sales of the dungeon DLCs would jump considerably if folks knew they could run them solo. The current experience of queuing forever, only to have a fake-tank bail right after the loading screen, probably has not helped sales.
  • Shazanti
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    Yes, I like this idea and want to get into the story
    Yes, yes, emphatically yes!

    Story/lore is very important to me in games. The fact that I miss out on huge chunks of story in this game due a great deal of it being locked within dungeons, with that aspect getting even more exacerbated with the year long story and all the dungeon DLCs that such has been ordained to come with , and that I play mostly solo, has felt crippling. As a soloist, I'm fine with not getting the rewards that a normal tier dungeon would give... the story and taking my time with it (vs. rushRUSHrushRUSHrush with a PUG) would BE my reward. I like to meander, explore, dawdle, fiddle-faddle, daydream, contemplate, and smell roses. This means I am in no rush, but I would still like to see everything I possibly can. Let me see the story that has been locked away, please!
  • Amottica
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    Yes, I like this idea and want to get into the story
    Ideas for story mode:
    White grade loot only drops from mobs, no set items from bosses.
    Gold drops reduced to 10% of normal.
    Story mode only available once per dungeon per character. Once the quest is done, only normal/veteran modes are available for that character.
    Keep the skill point and blue set item as the quest rewards, as they're tied to the quest, not the dungeon.
    Monster difficulty set to somewhere between that of public dungeons and delves.

    @Monte_Cristo

    Having story mode drop white gear would reduce the quality of gear we get when we reconstruct dungeon pieces. Reconstruction is based on the lowest quality that set drops in. While we are only talking about the lower-tier upgrade matts, players tend to get upset when something is nerfed or taken away.

    By having story mode drop nothing but maybe gold, the reward is the quest reward and being able to see the story at your own pace. That is the purpose of such a design and it would also allow the dungoen to be repeatable in case the player would like to see the story again.
  • Indigogo
    Indigogo
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    Other, leave your idea below
    Just make it an empty dungeon. Have speaking stones to press at every new trigger point, enjoy the ride, cash in the quest for xp and gold.

    Remove the skill point from the quest and have it apply to the first time you kill the final boss.
    Easy, cheap, no gear or achievements to worry about.
    Just a bunch of happy explorers wandering about and a better experience for the dungeon finder.
  • DarcyMardin
    DarcyMardin
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    Yes, I like this idea and want to get into the story
    Yes, and many of us have been asking for this for years. The dungeon-rushing that happens nowadays, much worse since the random dungeon crystal reward was initiated, makes it almost impossible to get the normal dungeon quests done for new ( or even old) characters.

    There are many dungeon quests I’ve never completed. Which means I’m missing not only the story, but also the valuable skill points. If I can solo the dungeon or duo it with my husband, I can get those skill points. But there are many DLC dungeons where this is still impossible for me.

    Please make this, or something similar, happen. I am so tired of chasing people through random dungeons and watching quest NPCs ignored and bosses that I need for the skillpoint skipped.
  • Amottica
    Amottica
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    Yes, I like this idea and want to get into the story
    Indigogo wrote: »
    Just make it an empty dungeon. Have speaking stones to press at every new trigger point, enjoy the ride, cash in the quest for xp and gold.

    Remove the skill point from the quest and have it apply to the first time you kill the final boss.
    Easy, cheap, no gear or achievements to worry about.
    Just a bunch of happy explorers wandering about and a better experience for the dungeon finder.

    There should be immersion involved. It would seem odd going through empty rooms, clicking on things to hear what NPCs and, mobs, and bosses said. I expect Zenimax would want some quality in the experience.
  • FrancisCrawford
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    I've thought for a while that there should be a user-controlled option to lower or increase the difficulty of encounters. Lowering the difficulty would nerf drops, perhaps all the way to zero. Increasing the difficulty wouldn't increase the difficulty at all.

    Why lower the difficulty? Mainly because of the dungeon story-mode desires. Even those of us who have sort of played through a lot of dungeon quests probably haven't done so at an unrushed pace.

    Why increase the difficulty? Mainly so that boss fights in quests can feel suitably challenging without making all of overland into a grind.
  • Alinhbo_Tyaka
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    Yes, I like this idea and want to get into the story
    I think it would be good to have for a one time for the quest completion. As to the rewards I think the quest rewards would have to still be awarded as to the others I'm indifferent but favor awarding the skill point too. Having this mode would provide better story continuity as you will be able to run the content at its normal place in the story line rather than some later point when you have the skills to run it.
  • AlnilamE
    AlnilamE
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    Other, leave your idea below
    Amottica wrote: »
    Ideas for story mode:
    White grade loot only drops from mobs, no set items from bosses.
    Gold drops reduced to 10% of normal.
    Story mode only available once per dungeon per character. Once the quest is done, only normal/veteran modes are available for that character.
    Keep the skill point and blue set item as the quest rewards, as they're tied to the quest, not the dungeon.
    Monster difficulty set to somewhere between that of public dungeons and delves.

    @Monte_Cristo

    Having story mode drop white gear would reduce the quality of gear we get when we reconstruct dungeon pieces. Reconstruction is based on the lowest quality that set drops in. While we are only talking about the lower-tier upgrade matts, players tend to get upset when something is nerfed or taken away.

    By having story mode drop nothing but maybe gold, the reward is the quest reward and being able to see the story at your own pace. That is the purpose of such a design and it would also allow the dungoen to be repeatable in case the player would like to see the story again.

    I'm pretty sure they meant non-set white gear. They don't want any set pieces dropping from story mode (and I agree with them).

    It would be white Ancestor Silk Robe of Magicka or Rubedite Girdle of Stamina and stuff like that. Not actual set pieces, so the sticker book would not be affected.
    The Moot Councillor
  • spartaxoxo
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    Yes, I like this idea and want to get into the story
    I honestly don't get why people think it needs to be worst than doing a delve in terms of rewards. People aren't going to stop queueing for groups because they got a green rubedite axe instead of a white.

    It just can't award group specific things: keys, daily completion (rnd/pledge), set items, heavy sacks and monster helms.

    It doesn't additionally need to restrict to only a white rubedite axe instead of a green one. That's a bit over the top and would be non-immersive because it's just a punishment for using story rather than a natural loss of group rewards.

    But that's just my opinion. Like can't even have weakened bosses, just no mobs and speaking stones? That's not immersive.
    Edited by spartaxoxo on January 14, 2022 3:05AM
  • Lysette
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    Yes, I like this idea and want to get into the story
    I do not care about the rewards in this case, but would be happy to eventually see what a group dungeon is about without being forced to be in a group, which is rushing through it. I do not like group content by this very reason - people are not taking the time to listen to the dialogues or read it or even just look around - I joined a group once and I got the reward for that dungeon and I do not even know why nor what that dungeon was all about - all what I could actually do is follow the "crown" and attack whatever he attacked - so in the end this dungeon was a waste of time - I didn't enjoy it and it was stressful - not because it would have been hard, but because there was absolutely no time to read anything - I really like most of the voice acting in this game, but in a group this is pretty much impossible to enjoy.

    Well, and I have other issues with people around - technical problems and as well social problems - I want to play this game as an rpg and this means, if my characters do not play a hero role, I have to somewhat hold them back to fulfill this role - but this doesn't make the group happy, in which I am supposed to do my part the best I can - those characters won't do the best they can, because their role play role doesn't allow for it - if they are meant to be mediocre, then I play them being mediocre - I have an idea what they are like, I rolled dices to determine a certain characteristic for each one of them - some are a little dumb - and I play them out like this - some are daredevils, which might get them into trouble due to this characteristic - this is role play in a role playing game to me - that group stuff is just ruining this for me and if I'm sticking to my role play, then I'm not a help for the group but a burden - which is as well due to technical issue, I am a burden for a group, and so I avoid grouping up.

    Just to clarify - when I speak of role playing, I mean old school role playing like with pen&paper - not moderated acting, what a lot call role play nowadays, but that is actually acting - it is not role play in it's classic meaning.
    Edited by Lysette on January 14, 2022 3:31AM
  • Indigogo
    Indigogo
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    Other, leave your idea below
    Amottica wrote: »
    Indigogo wrote: »
    Just make it an empty dungeon. Have speaking stones to press at every new trigger point, enjoy the ride, cash in the quest for xp and gold.

    Remove the skill point from the quest and have it apply to the first time you kill the final boss.
    Easy, cheap, no gear or achievements to worry about.
    Just a bunch of happy explorers wandering about and a better experience for the dungeon finder.

    There should be immersion involved. It would seem odd going through empty rooms, clicking on things to hear what NPCs and, mobs, and bosses said. I expect Zenimax would want some quality in the experience.

    Ah gotcha. Misreading the room, impression I got was that people were wanting to avoid combat, it was about listening to the story.
    Guess that makes it an undertaking to be considered for 2022/23 then.
    Matt Firor just stated that they're unable to produce new content while they redevelop in certain areas and 2021 already has their new pve releases lined up.

    Hopefully you can all get your wishes in the coming years. :)
  • AlnilamE
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    Other, leave your idea below
    Indigogo wrote: »
    Amottica wrote: »
    Indigogo wrote: »
    Just make it an empty dungeon. Have speaking stones to press at every new trigger point, enjoy the ride, cash in the quest for xp and gold.

    Remove the skill point from the quest and have it apply to the first time you kill the final boss.
    Easy, cheap, no gear or achievements to worry about.
    Just a bunch of happy explorers wandering about and a better experience for the dungeon finder.

    There should be immersion involved. It would seem odd going through empty rooms, clicking on things to hear what NPCs and, mobs, and bosses said. I expect Zenimax would want some quality in the experience.

    Ah gotcha. Misreading the room, impression I got was that people were wanting to avoid combat, it was about listening to the story.
    Guess that makes it an undertaking to be considered for 2022/23 then.
    Matt Firor just stated that they're unable to produce new content while they redevelop in certain areas and 2021 already has their new pve releases lined up.

    Hopefully you can all get your wishes in the coming years. :)

    Matt's comment was specific to PvP content, though.
    The Moot Councillor
  • kamimark
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    Yes, I like this idea and want to get into the story
    I'd prefer if all of the normal-difficulty dungeons & trials were clearable solo, and that includes DLC dungeons. For the most part, current difficulty is fine (actually kind of easy with a levelled-up companion), except the special effects. Nerf the permanent stuns into regular CC, massive TPK damage down to something survivable (I can't get past the bridge in Vaults of Madness, but it's close), and have any summon pet, companion, or quest NPC stand on pressure plates for you, would be enough to open up every dungeon.

    Veteran & VHM can be for groups.
    Kitty Rainbow Dash. pick, pick, stab.
  • Snamyap
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    Other, leave your idea below
    And eso, when it comes to mmos, is already one of the most solo friendly games.

    Slightly off-topic, but I hear this a lot on the forum and I don't agree. As a solo player there is plenty of stuff which is gated behind group content and unavailable to me:
    • Good gear including many meta sets are from dungeons and trials
    • Transmute stones which are needed to change gear traits and use the sticker book come from dungeons (or PvP)
    • Monster helms drop exclusively in veteran dungeons

    Most dungeons can be soloed.
    Repairing walls in Cyrodiil can be done by anyone, 25k ap hands you 50 transmute stones at the end of the campaign plus at least 4 out of the rewards of the worthy geode.
    Monster helms can be bought from the Golden merchant, yes that takes a bit of patience, but that's where I got most of mine.
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