I've heard it has some major flaws, like some runs taking 12 hours, with no saving mid-run at all.
Hopefully they took feedback to change that, because not many people have the time/want to sit for 12 hours in an MMO with 0 pausing and 0 ability to take bathroom/food/phone breaks.
Like, I can't see how ANYONE on the dev team looked at a run taking 12 hours -a.k.a AN ENTIRE DAY- and thought 'This is fine. people will TOTALLY sit in a chair for 12 hours and not need to pee/answer the phone/answer the door/eat!'
Not to mention some people only log in in the evening.
Do the devs think someone logging in at, say 3 PM wants to do a run that lasts until 3 AM?
Holycannoli wrote: »I've heard it has some major flaws, like some runs taking 12 hours, with no saving mid-run at all.
Hopefully they took feedback to change that, because not many people have the time/want to sit for 12 hours in an MMO with 0 pausing and 0 ability to take bathroom/food/phone breaks.
Like, I can't see how ANYONE on the dev team looked at a run taking 12 hours -a.k.a AN ENTIRE DAY- and thought 'This is fine. people will TOTALLY sit in a chair for 12 hours and not need to pee/answer the phone/answer the door/eat!'
Not to mention some people only log in in the evening.
Do the devs think someone logging in at, say 3 PM wants to do a run that lasts until 3 AM?
This can't be correct? Do they expect people to not go to work or waste an entire Saturday or Sunday like that?
What about players like me that can log in from maybe 7 PM after dinner to like 9:30, and not much if at all on weekends because I'm busy? No saving mid-run? I can't believe that.
Holycannoli wrote: »I've heard it has some major flaws, like some runs taking 12 hours, with no saving mid-run at all.
Hopefully they took feedback to change that, because not many people have the time/want to sit for 12 hours in an MMO with 0 pausing and 0 ability to take bathroom/food/phone breaks.
Like, I can't see how ANYONE on the dev team looked at a run taking 12 hours -a.k.a AN ENTIRE DAY- and thought 'This is fine. people will TOTALLY sit in a chair for 12 hours and not need to pee/answer the phone/answer the door/eat!'
Not to mention some people only log in in the evening.
Do the devs think someone logging in at, say 3 PM wants to do a run that lasts until 3 AM?
This can't be correct? Do they expect people to not go to work or waste an entire Saturday or Sunday like that?
What about players like me that can log in from maybe 7 PM after dinner to like 9:30, and not much if at all on weekends because I'm busy? No saving mid-run? I can't believe that.
There are some key portions of this that I know to be incorrect. Yes you can stop to take bathroom, food, and other breaks. I don't know if you can leave the dungeon and pick back up where you left off, but given the dungeon is literally supposed to be endless, yes there should be the possibility of running for 12 hours or more. I seriously doubt I will ever achieve a feat that grand, but the endless nature of the dungeon alone is exciting.
The leader boards for the dungeon literally just track how far you made it.
To emphasize the point, the endless part of the endless archives is not just a title. It describes the length of the dungeon.. It is literally an endless dungeon that scales up in difficulty as you progress through it. Thus the effective end of the dungeon is how long it takes before you die too many times.
Holycannoli wrote: »I've heard it has some major flaws, like some runs taking 12 hours, with no saving mid-run at all.
Hopefully they took feedback to change that, because not many people have the time/want to sit for 12 hours in an MMO with 0 pausing and 0 ability to take bathroom/food/phone breaks.
Like, I can't see how ANYONE on the dev team looked at a run taking 12 hours -a.k.a AN ENTIRE DAY- and thought 'This is fine. people will TOTALLY sit in a chair for 12 hours and not need to pee/answer the phone/answer the door/eat!'
Not to mention some people only log in in the evening.
Do the devs think someone logging in at, say 3 PM wants to do a run that lasts until 3 AM?
This can't be correct? Do they expect people to not go to work or waste an entire Saturday or Sunday like that?
What about players like me that can log in from maybe 7 PM after dinner to like 9:30, and not much if at all on weekends because I'm busy? No saving mid-run? I can't believe that.
There are some key portions of this that I know to be incorrect. Yes you can stop to take bathroom, food, and other breaks. I don't know if you can leave the dungeon and pick back up where you left off, but given the dungeon is literally supposed to be endless, yes there should be the possibility of running for 12 hours or more. I seriously doubt I will ever achieve a feat that grand, but the endless nature of the dungeon alone is exciting.
The leader boards for the dungeon literally just track how far you made it.
To emphasize the point, the endless part of the endless archives is not just a title. It describes the length of the dungeon.. It is literally an endless dungeon that scales up in difficulty as you progress through it. Thus the effective end of the dungeon is how long it takes before you die too many times.
No you can't leave and pick up again where you left off. A short period afk as in the rest of the game is ok, after which you'll be kicked from the server. Every time you zone into the EA you start from the beginning again, with 3 lives. Also, comparing it to other parts of the game means it should be thought of as an arena, not as a dungeon.
For me the most important factor is that it is only aimed at those who have competitive builds and are highly geared. As a casual player capable of soloing most normal dungeon bosses the most progress I made was to clear 2 bosses (plus the trash stages) with my lvl 50 Magplar who has 540 CPs accompanied by Mirri. The third boss was impossible, and you only have 3 lives. I shan't bother with it on Live as there simply isn't any benefit for my type of player in doing so.
There are some key portions of this that I know to be incorrect. Yes you can stop to take bathroom, food, and other breaks. I don't know if you can leave the dungeon and pick back up where you left off, but given the dungeon is literally supposed to be endless, yes there should be the possibility of running for 12 hours or more. I seriously doubt I will ever achieve a feat that grand, but the endless nature of the dungeon alone is exciting.
For me the most important factor is that it is only aimed at those who have competitive builds and are highly geared. As a casual player capable of soloing most normal dungeon bosses the most progress I made was to clear 2 bosses (plus the trash stages) with my lvl 50 Magplar who has 540 CPs accompanied by Mirri. The third boss was impossible, and you only have 3 lives. I shan't bother with it on Live as there simply isn't any benefit for my type of player in doing so.
Zos is simply trying to provide content for the whole playerbase with EA. Less skilled players will reach their personal limit sooner than seasoned veterans, yes. But that's not a bad thing at all, as higher Arcs only deliver higher difficulty and not anything new.
Yes, a save function and the possibility to start again at any completed Arc would be very much appreciated, so players could directly start at an interesting difficulty.
Your argumentation is flawed btw, as one could say overland content (at least 95% of this game's content after all) is only built for less-skilled players, as there isn't even the slightest challenge for the average playerbase.
For me the most important factor is that it is only aimed at those who have competitive builds and are highly geared. As a casual player capable of soloing most normal dungeon bosses the most progress I made was to clear 2 bosses (plus the trash stages) with my lvl 50 Magplar who has 540 CPs accompanied by Mirri. The third boss was impossible, and you only have 3 lives. I shan't bother with it on Live as there simply isn't any benefit for my type of player in doing so.
Zos is simply trying to provide content for the whole playerbase with EA. Less skilled players will reach their personal limit sooner than seasoned veterans, yes. But that's not a bad thing at all, as higher Arcs only deliver higher difficulty and not anything new.
Yes, a save function and the possibility to start again at any completed Arc would be very much appreciated, so players could directly start at an interesting difficulty.
Your argumentation is flawed btw, as one could say overland content (at least 95% of this game's content after all) is only built for less-skilled players, as there isn't even the slightest challenge for the average playerbase.
The way to have provided content for the whole playerbase would have been with Normal and Veteran options, as with the dungeons. The problem with it currently is twofold - for the more casual players there is not enough content that they can complete to enable them to gain anything from it, while for the more hardcore players the structure requires them to plough through trash content each time they play with no ability quickly to reach the more challenging and rewarding content and thereafter log in straight to that content. As presently structured, it doesn't provide content for the whole playerbase.
If the aim is solely to provide content for the higher skilled players then that's fine, and I agree that it does provide additional veteran content to balance against the overland content, but I don't believe it caters for "the average playerbase" but rather the top 10% or so. What I sought to do in commenting in this thread was to ensure that players who haven't tried it on the PTS aren't misled by the hype into thinking it's something it's not.
Holycannoli wrote: »There are some key portions of this that I know to be incorrect. Yes you can stop to take bathroom, food, and other breaks. I don't know if you can leave the dungeon and pick back up where you left off, but given the dungeon is literally supposed to be endless, yes there should be the possibility of running for 12 hours or more. I seriously doubt I will ever achieve a feat that grand, but the endless nature of the dungeon alone is exciting.
There is another popular game with an "endless dungeon" that tracks your progress and lets you continue where you left off (Path of Exile's endless Delve). They knew better than to force players to do it all in one session. That's just ridiculous.
I also don't see how a split veteran/normal would do any benefit to EA: As said countless times before, there is no difference content-wise between Arc 1 and Arc 10 for example, only the difficulty is scaled higher in the latter. Nonetheless you're talking about further differences all the time. Name them please.
I also don't see how a split veteran/normal would do any benefit to EA: As said countless times before, there is no difference content-wise between Arc 1 and Arc 10 for example, only the difficulty is scaled higher in the latter. Nonetheless you're talking about further differences all the time. Name them please.
I don't recall ever talking about any content differences. As you just said, the difference between the Arcs is in the difficulty scaling, and that's where different difficulty options would enable more people to progress further.
I also don't see how a split veteran/normal would do any benefit to EA: As said countless times before, there is no difference content-wise between Arc 1 and Arc 10 for example, only the difficulty is scaled higher in the latter. Nonetheless you're talking about further differences all the time. Name them please.
I don't recall ever talking about any content differences. As you just said, the difference between the Arcs is in the difficulty scaling, and that's where different difficulty options would enable more people to progress further.
But why is it important to progress further, if nothing changes but difficulty? Seems like you're voting for an overly complicated addition without any meaningful addition to me.
I also don't see how a split veteran/normal would do any benefit to EA: As said countless times before, there is no difference content-wise between Arc 1 and Arc 10 for example, only the difficulty is scaled higher in the latter. Nonetheless you're talking about further differences all the time. Name them please.
I don't recall ever talking about any content differences. As you just said, the difference between the Arcs is in the difficulty scaling, and that's where different difficulty options would enable more people to progress further.
But why is it important to progress further, if nothing changes but difficulty? Seems like you're voting for an overly complicated addition without any meaningful addition to me.
It's not about meaningful additions, it's about accessibility. Either someone can play a decent way through an "endless" dungeon/arena or they find it too difficult and drop out early on, and that determines whether it's worthwhile for them to play it. If the difficulty is scaled to different skill/build etc levels through the same Normal/Veteran difficulty options that the game's other similar content has then it means that more players can get far enough to make it enjoyable and worthwhile. I'd have thought that was a winner for both the playerbase and the developers who presumably want as many players to run the Endless Archive as possible.
I also don't see how a split veteran/normal would do any benefit to EA: As said countless times before, there is no difference content-wise between Arc 1 and Arc 10 for example, only the difficulty is scaled higher in the latter. Nonetheless you're talking about further differences all the time. Name them please.
I don't recall ever talking about any content differences. As you just said, the difference between the Arcs is in the difficulty scaling, and that's where different difficulty options would enable more people to progress further.
But why is it important to progress further, if nothing changes but difficulty? Seems like you're voting for an overly complicated addition without any meaningful addition to me.
It's not about meaningful additions, it's about accessibility. Either someone can play a decent way through an "endless" dungeon/arena or they find it too difficult and drop out early on, and that determines whether it's worthwhile for them to play it. If the difficulty is scaled to different skill/build etc levels through the same Normal/Veteran difficulty options that the game's other similar content has then it means that more players can get far enough to make it enjoyable and worthwhile. I'd have thought that was a winner for both the playerbase and the developers who presumably want as many players to run the Endless Archive as possible.
I also don't see how a split veteran/normal would do any benefit to EA: As said countless times before, there is no difference content-wise between Arc 1 and Arc 10 for example, only the difficulty is scaled higher in the latter. Nonetheless you're talking about further differences all the time. Name them please.
I don't recall ever talking about any content differences. As you just said, the difference between the Arcs is in the difficulty scaling, and that's where different difficulty options would enable more people to progress further.
But why is it important to progress further, if nothing changes but difficulty? Seems like you're voting for an overly complicated addition without any meaningful addition to me.
It's not about meaningful additions, it's about accessibility. Either someone can play a decent way through an "endless" dungeon/arena or they find it too difficult and drop out early on, and that determines whether it's worthwhile for them to play it. If the difficulty is scaled to different skill/build etc levels through the same Normal/Veteran difficulty options that the game's other similar content has then it means that more players can get far enough to make it enjoyable and worthwhile. I'd have thought that was a winner for both the playerbase and the developers who presumably want as many players to run the Endless Archive as possible.
We are running in circles here, asI simply don't see your point. EA is providing a challenge for the whole playerbase, while the difficulty is exactly scaled how you're suggesting: It's starting very easy with Arc 1 and increases difficulty while players reach higher Arcs. So there is no need for a distinction normal/veteran imo.
I could see your point, if higher Arcs were providing additional content, but they don't. The better rewards (if we are indeed talking about them without explicity talking about them) for higher Arcs are justified, as it takes time to develop a "competitive build". This dedication deserves some reward, as it's the case with every aspect of this game.
On a sidenote: I assume you're also in favor of veteran overland content, so this zones become also "accessible" and worthwile for veteran players. Or is accessibility a privilege for players, which aren't interested in the combat and build-options of this game?
OtarTheMad wrote: »I also don't see how a split veteran/normal would do any benefit to EA: As said countless times before, there is no difference content-wise between Arc 1 and Arc 10 for example, only the difficulty is scaled higher in the latter. Nonetheless you're talking about further differences all the time. Name them please.
I don't recall ever talking about any content differences. As you just said, the difference between the Arcs is in the difficulty scaling, and that's where different difficulty options would enable more people to progress further.
But why is it important to progress further, if nothing changes but difficulty? Seems like you're voting for an overly complicated addition without any meaningful addition to me.
It's not about meaningful additions, it's about accessibility. Either someone can play a decent way through an "endless" dungeon/arena or they find it too difficult and drop out early on, and that determines whether it's worthwhile for them to play it. If the difficulty is scaled to different skill/build etc levels through the same Normal/Veteran difficulty options that the game's other similar content has then it means that more players can get far enough to make it enjoyable and worthwhile. I'd have thought that was a winner for both the playerbase and the developers who presumably want as many players to run the Endless Archive as possible.
We are running in circles here, asI simply don't see your point. EA is providing a challenge for the whole playerbase, while the difficulty is exactly scaled how you're suggesting: It's starting very easy with Arc 1 and increases difficulty while players reach higher Arcs. So there is no need for a distinction normal/veteran imo.
I could see your point, if higher Arcs were providing additional content, but they don't. The better rewards (if we are indeed talking about them without explicity talking about them) for higher Arcs are justified, as it takes time to develop a "competitive build". This dedication deserves some reward, as it's the case with every aspect of this game.
On a sidenote: I assume you're also in favor of veteran overland content, so this zones become also "accessible" and worthwile for veteran players. Or is accessibility a privilege for players, which aren't interested in the combat and build-options of this game?
I can see what you’re both saying but I am not sure EA is for the whole playerbase. Just speaking for me, it’s not intended for me. I would basically get through half of Arc 1 on most days and then have to log. In my opinion EA is intended for players who have a few hours to play, whether they are endgamers or just average doesn’t matter too much. It’s just an Endless Grind.
It would take me forever to grind the class sets, get enough Archival Fortunes to buy anything so honestly… just not meant for me. I have maybe an hour when I log in, I am not going to waste all of it on this low reward grind.
Path of Exile's sucks but they apperntly knew to have some kind of save point in their endless dungeon so cheers for that.
EA isnt even live yet and am pretty sure Zos would make EA saveable in future updates if they see a big need for it.
Holycannoli wrote: »Path of Exile's sucks but they apperntly knew to have some kind of save point in their endless dungeon so cheers for that.
EA isnt even live yet and am pretty sure Zos would make EA saveable in future updates if they see a big need for it.
If they can't see a need for it before it's even launched then I don't know what to say lol.
OtarTheMad wrote: »I also don't see how a split veteran/normal would do any benefit to EA: As said countless times before, there is no difference content-wise between Arc 1 and Arc 10 for example, only the difficulty is scaled higher in the latter. Nonetheless you're talking about further differences all the time. Name them please.
I don't recall ever talking about any content differences. As you just said, the difference between the Arcs is in the difficulty scaling, and that's where different difficulty options would enable more people to progress further.
But why is it important to progress further, if nothing changes but difficulty? Seems like you're voting for an overly complicated addition without any meaningful addition to me.
It's not about meaningful additions, it's about accessibility. Either someone can play a decent way through an "endless" dungeon/arena or they find it too difficult and drop out early on, and that determines whether it's worthwhile for them to play it. If the difficulty is scaled to different skill/build etc levels through the same Normal/Veteran difficulty options that the game's other similar content has then it means that more players can get far enough to make it enjoyable and worthwhile. I'd have thought that was a winner for both the playerbase and the developers who presumably want as many players to run the Endless Archive as possible.
We are running in circles here, asI simply don't see your point. EA is providing a challenge for the whole playerbase, while the difficulty is exactly scaled how you're suggesting: It's starting very easy with Arc 1 and increases difficulty while players reach higher Arcs. So there is no need for a distinction normal/veteran imo.
I could see your point, if higher Arcs were providing additional content, but they don't. The better rewards (if we are indeed talking about them without explicity talking about them) for higher Arcs are justified, as it takes time to develop a "competitive build". This dedication deserves some reward, as it's the case with every aspect of this game.
On a sidenote: I assume you're also in favor of veteran overland content, so this zones become also "accessible" and worthwile for veteran players. Or is accessibility a privilege for players, which aren't interested in the combat and build-options of this game?
I can see what you’re both saying but I am not sure EA is for the whole playerbase. Just speaking for me, it’s not intended for me. I would basically get through half of Arc 1 on most days and then have to log. In my opinion EA is intended for players who have a few hours to play, whether they are endgamers or just average doesn’t matter too much. It’s just an Endless Grind.
It would take me forever to grind the class sets, get enough Archival Fortunes to buy anything so honestly… just not meant for me. I have maybe an hour when I log in, I am not going to waste all of it on this low reward grind.
Yeah, I get what you're saying. That's one of the reasons why I fully support the implementation of a proper save-function. This way also players, which can't spend several hours without break (will be the most of us I assume), would be able to progress through EA on their own pace.
Another nice addition were the ability to restart EA from any already completed Arc for basically the very same reasons. Leaderboards wouldn't be a problem with this, as not everyone is interested in them and the run simply wouldn't count if you save or start for example from Arc 3.
Indeed adding more low-level Arcs is the only suggestion I don't want to see realized, as running through content, which is too easy, simply isn't fun but a slog and there is already enough easy content in this game. Veterans are in dire need of a proper playground, before the very last of us leave.
And I see no need for a distinction normal/veteran, as I think that's an arbitrary addition and will indeed add nothing to EA. You would basically spare yourself a reset of the arena, nothing else would change.
OtarTheMad wrote: »I also don't see how a split veteran/normal would do any benefit to EA: As said countless times before, there is no difference content-wise between Arc 1 and Arc 10 for example, only the difficulty is scaled higher in the latter. Nonetheless you're talking about further differences all the time. Name them please.
I don't recall ever talking about any content differences. As you just said, the difference between the Arcs is in the difficulty scaling, and that's where different difficulty options would enable more people to progress further.
But why is it important to progress further, if nothing changes but difficulty? Seems like you're voting for an overly complicated addition without any meaningful addition to me.
It's not about meaningful additions, it's about accessibility. Either someone can play a decent way through an "endless" dungeon/arena or they find it too difficult and drop out early on, and that determines whether it's worthwhile for them to play it. If the difficulty is scaled to different skill/build etc levels through the same Normal/Veteran difficulty options that the game's other similar content has then it means that more players can get far enough to make it enjoyable and worthwhile. I'd have thought that was a winner for both the playerbase and the developers who presumably want as many players to run the Endless Archive as possible.
We are running in circles here, asI simply don't see your point. EA is providing a challenge for the whole playerbase, while the difficulty is exactly scaled how you're suggesting: It's starting very easy with Arc 1 and increases difficulty while players reach higher Arcs. So there is no need for a distinction normal/veteran imo.
I could see your point, if higher Arcs were providing additional content, but they don't. The better rewards (if we are indeed talking about them without explicity talking about them) for higher Arcs are justified, as it takes time to develop a "competitive build". This dedication deserves some reward, as it's the case with every aspect of this game.
On a sidenote: I assume you're also in favor of veteran overland content, so this zones become also "accessible" and worthwile for veteran players. Or is accessibility a privilege for players, which aren't interested in the combat and build-options of this game?
I can see what you’re both saying but I am not sure EA is for the whole playerbase. Just speaking for me, it’s not intended for me. I would basically get through half of Arc 1 on most days and then have to log. In my opinion EA is intended for players who have a few hours to play, whether they are endgamers or just average doesn’t matter too much. It’s just an Endless Grind.
It would take me forever to grind the class sets, get enough Archival Fortunes to buy anything so honestly… just not meant for me. I have maybe an hour when I log in, I am not going to waste all of it on this low reward grind.
Yeah, I get what you're saying. That's one of the reasons why I fully support the implementation of a proper save-function. This way also players, which can't spend several hours without break (will be the most of us I assume), would be able to progress through EA on their own pace.
Another nice addition were the ability to restart EA from any already completed Arc for basically the very same reasons. Leaderboards wouldn't be a problem with this, as not everyone is interested in them and the run simply wouldn't count if you save or start for example from Arc 3.
Indeed adding more low-level Arcs is the only suggestion I don't want to see realized, as running through content, which is too easy, simply isn't fun but a slog and there is already enough easy content in this game. Veterans are in dire need of a proper playground, before the very last of us leave.
And I see no need for a distinction normal/veteran, as I think that's an arbitrary addition and will indeed add nothing to EA. You would basically spare yourself a reset of the arena, nothing else would change.
Is it really too hard to get the idea that it's about making it more accessible to more players? It will add the ability for more players to get beyond Arc 1 or 2.
I wholly agree that veteran players don't want more low-level Arcs as it would involve prefacing each meaningful session with running through a load of trash content.
Put these two points together, and what you get with Normal/Veteran difficulty options is a more accessible feature for Normal players, and a more immediate challenge for Veteran players. Why should that be an issue? It's not just me calling for it, the suggestion was made by a number of players on PTS.