VaranisArano wrote: »Since ZOS insists on connecting the dungeons to the year long story, I think a story-mode is needed for dungeons. No rewards; just story.
NeeScrolls wrote: »...
Regardless, i did have yet another question/suggestion (that most people seem to ignore lol) to ask the now 234 'yes' votes in this thread:
How would you feel about an unlockable *purple glowy ghost* VIEWING mode (invincible like after dying) which would allow any player to go back through ANY prevoiusly completed dungeon...without any mobs or boss-fights....but with all quest NPC storylines, clickables, & sequences remaining intact to re-experience again as many times as you want?
No rewards, no xp, no mechanics. So all the @ZOS_ devs would have to do , from a coding standpoint, is essentially "neutor" each dungeon one by one to convert them into an empty single-player story showcase. (unlockable per character, once that character has gotten the 1st-time-story-mission Achievement done for each respective dungeon)
Players can already do that now with the repeatable (albeit rotational) daily 'Undaunted' pledges system, no?They could address a good 80-90% of this by simply making all dungeon quests repeatable, and just not giving a skill point more than once.
If I could take my characters back into a dungeon on normal mode and do the quest later, either myself or with one or two other players, that would serve the purpose of being able to get the story..
NeeScrolls wrote: »Sorry but can't you just re-enter the dungeon from the outside manually (non queue'd ) the next day after reset and re-run the dungeon's story mission again...on the same toon? I do this all the time myself, to test my solo'ing skills (or lack thereof) , so i'm pretty sure it can indeed be re-done without having to login a brand new separate toon.
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Correct--> https://forums.elderscrollsonline.com/en/discussion/595210/which-dungeons-cant-be-solod ....but i never said i was solo completing "every" dungeon. I was just trying to remind people that they weren't supposedly "locked out" (or whatever the perception is) from re-entering dungeons again solo AND even repeating them slower with like-minded friends/guildmates as most story & dialog sequences remain intact after the instance phase resets each day.
I doubt anyone can solo every dungeon since there are mechanics in some that require more than one player to progress
NeeScrolls wrote: »Players can already do that now with the repeatable (albeit rotational) daily 'Undaunted' pledges system, no?
But you're not "locked out" sparta , since EVERY dungeon quest can be experienced at your own pace the 1st time, if you so choose. No one, not even Zenimax, is forcing players to group with random rush-rush pugs for 1st time running a nice cool interesting lore-driven quest.spartaxoxo wrote: »I'm not locked out because I don't care about the quest being disjointed is a poor reason people who do care shouldn't feel locked out of content that literally locks them out.
That's a fair point and i hear you, but as i've stated in earlier posts: Firstly, how can a character's personal story (RP wise and code wise) be truly immersive if once you've "saved the world!" you get to do it (the exact same thing) all over again....and again...and again...and again?! Environments & reactions & effects & quest-decisions all have to matter, no?tomofhyrule wrote: »
Another big issue is that many NPCs will have their entire dialogue trees where you can ask them all of the background information, but that's all gone once you accept the quest. After that, they'll only repeat a line of 'I already gave you the quest' dialogue. If you've already done the quest, all you get from the NPC is the last line, so you don't get to explore those dialogue trees anymore. They're permanently closed for your character..
I know when I started playing ESO, I didn't know that that would happen. I thought the only way to do a group dungeon was to do it in a group, and then I was at the mercy of the group I had. Doubly so for anyone coming from single-player TES games who are scared to talk, or any from other MMOs who are just expecting toxicity.NeeScrolls wrote: »But you're not "locked out" sparta , since EVERY dungeon quest can be experienced at your own pace the 1st time, if you so choose. No one, not even Zenimax, is forcing players to group with random rush-rush pugs for 1st time running a nice cool interesting lore-driven quest.
Whenever i run my dungeons for the 1st time, i always ask a friend or guildmate (or i make clear in chat that i plan on taking my time to read & explore for the STORY) . In my experience, 9+ years in-game, most of the time this choice i make to hold out for a more like-minded group has yielded positive results....especially in ESO, since our community has wayyyyy more nice helpful people than certain other MMO's ( imho ) .
If someone is that beholden to RP, then why are they soloing it since the story is written as if there are four people there? I don't think any arguments are being made based on something like "I'm only allowed to play the story once and I'm going to uninstall as soon as I finish the game!" Trial and Arena quests are repeatable. As are all of the side quests in Craglorn. It makes just as much sense to have to undergo the Trials of Rahni'Za repeatedly as it does to do anything else repeatedly, after all - you did kill the boss. Besides, some prologue quests send you to delves you may have already cleared, does it make sense that the names boss is alive again?NeeScrolls wrote: »That's a fair point and i hear you, but as i've stated in earlier posts: Firstly, how can a character's personal story (RP wise and code wise) be truly immersive if once you've "saved the world!" you get to do it (the exact same thing) all over again....and again...and again...and again?! Environments & reactions & effects & quest-decisions all have to matter, no?
Secondly, this is why i suggested a more realistic (development allocation wise) suggestion *purple glowy spectator mode* concept within my other post on page 6.
NeeScrolls wrote: »But you're not "locked out" sparta , since EVERY dungeon quest can be experienced at your own pace the 1st time, if you so choose. No one, not even Zenimax, is forcing players to group with random rush-rush pugs for 1st time running a nice cool interesting lore-driven quest.
Whenever i run my dungeons for the 1st time, i always ask a friend or guildmate (or i make clear in chat that i plan on taking my time to read & explore for the STORY) . In my experience, 9+ years in-game, most of the time this choice i make to hold out for a more like-minded group has yielded positive results....especially in ESO, since our community has wayyyyy more nice helpful people than certain other MMO's ( imho ) . That's a fair point and i hear you, but as i've stated in earlier posts: Firstly, how can a character's personal story (RP wise and code wise) be truly immersive if once you've "saved the world!" you get to do it (the exact same thing) all over again....and again...and again...and again?! Environments & reactions & effects & quest-decisions all have to matter, no?
Secondly, this is why i suggested a more realistic (development allocation wise) suggestion *purple glowy spectator mode* concept within my other post on page 6.
tomofhyrule wrote: »I know when I started playing ESO, I didn't know that that would happen. I thought the only way to do a group dungeon was to do it in a group, and then I was at the mercy of the group I had. Doubly so for anyone coming from single-player TES games who are scared to talk, or any from other MMOs who are just expecting toxicity.
You can't know the community is super supportive if you've only just joined the community. And beyond that, 'it's a supportive community' is not a general rule. I was in a 4-man premade with a new character in a nDC run where one of the DPS just took off and pulled everything before I could even get there, screwing up my pulls and despawning the quest giver for the new healer. Sure, we could have kicked him, but that doesn't reset the dungeon. I also had a time when a group of three wanted to show a new player the secrets in nBDV but we had to PUG a fourth, and it took a good fifteen minutes to find someone even despite us all having guilds.
Okay, obviously i wasn't implying that. I think my posts are getting a bit mis-interpreted and skewed , which is probably partly my fault. Sometimes, as much as i enjoy forum discussions, the limitations of typed words and perceived "tone" is a drag.tomofhyrule wrote: »Or are you implying that in the real world, nobody consumes content more than once so there's no market to sell books, movies, or TV shows since as soon as you've seen it once you never need to see it again?
With all due respect, i only "changed goal posts" (which btw is another empty internet buzz-phrase trope) because of simply RESPONDING to your post reply prompting me to offer new perspective. Otherwise known as: a debate.spartaxoxo wrote: »Goal post move.
There are hardly any postive arguments about why people cannot listen to dialogue sans drops on their own.
NeeScrolls wrote: »Okay, obviously i wasn't implying that. I think my posts are getting a bit mis-interpreted and skewed , which is probably partly my fault. Sometimes, as much as i enjoy forum discussions, the limitations of typed words and perceived "tone" is a drag.
I've made a few posts in this thread, including actual ideas & suggestions (which, for some reason, are largely ignored and barely replied to) . I stand by those posts and i've already voted so....i'm not sure if i can add much more to this thread tbh. With all due respect, i only "changed goal posts" (which btw is another empty internet buzz-phrase trope) because of simply RESPONDING to your post reply prompting me to offer new perspective. Otherwise known as: a debate..
If your suggestions are often getting ignored, perhaps they are not good suggestions. Besides, you are not a ZoS dev asking the playerbase about a potential solution. So why should we try to accept your solution?NeeScrolls wrote: »I've made a few posts in this thread, including actual questions, ideas & suggestions (which, for some reason, are largely ignored and barely considered much less answered) . I stand by those posts and i've already voted so....i'm not sure if i can add much more tbh.
How can you even tell a story when some of the key characters are missing? Some of the bosses are super important to the dungeon story. For example entire story in Wayrest Sewers revolves around Pellingare siblings and their mentor Investigator Garron. And they are bosses, the lines they speak during boss fights are relevant to the story. Even the nature of mobs you find are important. Wayrest 1, you fight sewer creatures and mercs hired by Pellingare siblings. In Wayrest 2, the place is overrun by undead, walking skeletons and ghosts. And there's a reason for it.NeeScrolls wrote: »Regardless, i did have yet another question/suggestion (that most people seem to ignore lol) to ask the now 234 'yes' votes in this thread:
How would you feel about an unlockable *purple glowy ghost* VIEWING mode (invincible like after dying) which would allow any player to go back through ANY prevoiusly completed dungeon...without any mobs or boss-fights....but with all quest NPC storylines, clickables, & sequences remaining intact to re-experience again as many times as you want?
No rewards, no xp, no mechanics. So all the @ZOS_ devs would have to do , from a coding standpoint, is essentially "neutor" each dungeon one by one to convert them into an empty single-player story showcase. (unlockable per character, once that character has gotten the 1st-time-story-mission Achievement done for each respective dungeon)
Yep i hear you but i was actually talking about THIS specific non-grouping suggestion i made at the bottom of my post from page 6 (which i think you might've missed? ) ...Sorry for quoting myself here lol:spartaxoxo wrote: »As to your other suggestions the reason they are ignored is they don't address the issue of people wanting to experience the dialogue without the social pressures that come with grouping.
NeeScrolls wrote: »Regardless, i did have yet another question/suggestion (that most people seem to ignore lol) to ask the now 234 'yes' votes in this thread:
How would you feel about an unlockable *purple glowy ghost* VIEWING mode (invincible like after dying) which would allow any player to go back through ANY prevoiusly completed dungeon...without any mobs or boss-fights....but with all quest NPC storylines, clickables, & sequences remaining intact to re-experience again as many times as you want?
No rewards, no xp, no mechanics. So all the @ZOS_ devs would have to do , from a coding standpoint, is essentially "neutor" each dungeon one by one to convert them into an empty single-player story showcase. (unlockable per character, once that character has gotten the 1st-time-story-mission Achievement done for each respective dungeon)
NeeScrolls wrote: »Yep i hear you but i was actually talking about THIS specific non-grouping suggestion i made at the bottom of my post from page 6 (which i think you might've missed? ) ...Sorry for quoting myself here lol:
....Yeah so that ^ would alleviate any "group pressures" or whatever. And, as i meant to imply earlier, could be far more realistic from a development coding aspect. I admit, i am slightly biased in my thinking since i've worked as QA & code bug-fixer on another MMO before. In discussions like these threads, my experience can be both an asset and a curse.
Lord of the Rings Online rejigged all of its STORY content so that players could do it solo. I'm not sure why ZOS can't do the same.
At the very least, it would be nice if ZOS would stop putting part of the year long story into dungeon DLCs. No more story in dungeons. If they'd done this in the first place, nobody would even be requesting this.
At the very least, it would be nice if ZOS would stop putting part of the year long story into dungeon DLCs. No more story in dungeons. If they'd done this in the first place, nobody would even be requesting this.
DarcyMardin wrote: »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.
spartaxoxo wrote: »
Yeah nobody is clamoring to see the story of Fungal Grotto. That one is too simplistic. It's the dungeons with fairly long and interesting stories that people want to learn.