@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.
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
The forums will be filled with complaints, I can almost guarantee that.VaranisArano wrote: »[...]No rewards; just story.
Facefister wrote: »The forums will be filled with complaints, I can almost guarantee that.VaranisArano wrote: »[...]No rewards; just story.
Monte_Cristo 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.
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.
Monte_Cristo 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.
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.
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.
adriant1978 wrote: »Ash_In_My_Sujamma wrote: »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