liliub17_ESO wrote: »...
@Personofsecrets Faction choice is irrelevant. You can group with anyone from any faction. You can share quest with anyone from any faction. And you can advance quest objectives together with anyone from any faction. Factions have literally zero impact on gameplay....
So I must ask: why bother having factions? What is the purpose of these factions to the game, lore-wise or story-wise? Why choose one faction over the others if it really doesn't matter?
Giving the benefit of the doubt, I would assume they took the idea from the 3 factions for Cyrodiil and tried to copy that. But if that was the idea, it fails because were you have Cyrodiil that refreshes monthly year after year, this is a short term event. I pointed this out the first night that 1 faction had 4x the Faction score as the other 2 and it has held true till now. On PC EU Thousand Eyes has 21mill, while the other barely have 5 mill, and they have been pacing the at the same 4x rate the whole time. This means they probably have 4x the players, and will never be cause by the other 2, so if you are just now joining, go for Thousand Eyes if you want to be on the winning team. I sadly will be on one of the other teams. If they really wanted to make this a balanced event, they should have the total faction scores divided by the number of people in the faction. That way it matters more how dedicated you are, not just who has more players.
From a pessimistic (historical) perspective, the whole reason for factions would be so things can be locked behind other releases. Personally I'm just going to sit this one out. I have about 700 favor after 2 days and its not worth it for someone who doesn't already have a dedicated group they play with. (If I did have a dedicated group I regularly ran with, this would actually be a lot more fun). But Next time, I'm just going to wait a few days to see which faction is in the lead and join that one.
liliub17_ESO wrote: »AnnaMolly66 wrote: »liliub17_ESO wrote: »AnnaMolly66 wrote: »Re: "silence from the devs"
They aren't going to say anything yet, we're still in public testing and evaluation phase, they're likely looking over the forums for bug complaints, watching metrics, and making hot fixes as necessary. I do hope they're listening to feedback because there are issues with the event but that's more incentives and such.
The content is live, notably *not* "in public testing and evaluation phase".
It's not the content being tested.
Ok. If not the content, then are they testing the player base? Because those are your options. The daedra don't care.
THE PROBLEM IS
There is no group creator for this even. There is no in-game Chat to talk to strangers who are not going to stop and setup a third party chat for 15 minutes with a random stranger. There are either not enough players in there or at least not enough players that respond to group requests from strangers.
CameraBeardThePirate wrote: »Ingel_Riday wrote: »Update: finally had an hour today to try it out.
Core plaza was dead. Just a few people running here or there. There's no dungeon finder functionality, because why add convenience to forced grouping? So I went to the group finder where people can list their groups. Only five groups listed, none for the section that my intro quest was in.
@Ingel_Riday Try making a group yourself in the group finder. They fill extremely quickly.
You do not need a trial group or guild. The Night Market is very puggable with 12 randoms from the group finder.
SerafinaWaterstar wrote: »Oh my god, I now understand who this is for!
Pvpers! They seem to love it!
Looking at similarities between NM & GH can see why……🤣🤣🤣🤣🤣
Seriously, its Friday evening and NO ONE on my pvp guild is in Cyro. Bit sad really.
You clearly have not played Cyrodil to any real capacity if you're comparing it to Night Market lol. Most people that PvP are long time players so yea they're probably going to be checking out new content like myself for the mythic. A lot of pvpers are also involved in trial guilds and doing trifectas because again, long time experienced players often end up in pvp and are good pvpers because both pvp and pve require knowledge of rotations, sets, skills, etc.
It would be like me comparing Night Market to Elsweyr events because 500 people zerg down the Dragons before they even get a chance to land. It's going to happen in any area where you can have more than 12 people fighting a boss.
Aside from that, I'm seeing a lot of pure pvers mad at Night Market because stuff is too difficult for small groups or solo. It was advertised as group content for I don't even know how long. You can literally go to Activity Finder > Find Group > Event Zone and join at any given time at least 5 different groups doing different areas in the zone.
While the content is quite lack luster there is plenty of options to go about doing it as a solo. I opted to gear up my NB healer and have had 0 issue running around the zones healing groups or just joining groups to do the content.
At this point I now have all the keys for the Opulent Trial as a mostly solo player and have had quite literally 0 issues getting them by using the tools the game provided.
I get people are always going to find something to be frustrated about in a game this large, but the game also has to provide to everyone which is does a rather good job of doing, sadly not all content is going to be specifically catered to one person's opinion and is going to require you to change builds, join groups, learn new mechanics, and actually do more than just heavy attack with a build you put together off Youtube.
Thanks for coming to my Ted Talk.



HuciturGuru wrote: »
@ZOS_GinaBruno @ZOS_JessicaFolsom just wanted to bring your attention to an image claiming to be from ZOS making the rounds. Obviously you can see its fake but paints ZOS in a bad way
Side note: The visibility of quest markers is still horrible. Missing people and propaganda, especially.
I am back to give more feedback, this time for the dungeons and the trial.
For the dungeons, I thought they were ok. I did them as a first time tanker since there was a huge tank shortage. Overall, two of them were pretty easy, but one of them I found too difficult. A problem I've noticed in all of the dungeons was that there was no battle music, so the fights felt kind of anti climatic because of it. My biggest gripe about the dungeons were finding people for it. I will make a group finder listing and would constantly get clueless players who would join and not have the relic, forcing me to relist the group finder. I even made it clear in the listing that the relic was needed and linked the achievement. That didn't stop people from not reading and joining without the relic. I feel there needs to be a better way to get a dungeon going to prevent headaches.
I'll rank the dungeons from easiest to hardest.
- Mournful Catacomb: This was the easiest dungeon by far. The boss didn't do much damage, and there weren't too many adds spawning. The adds also did not do much damage. I was able to do this dungeon as the tank with 3 DD. The best feedback I can give to this dungeon is don't show the portal mechanic to the tank. I synergized the green circle as the tank when it first showed up since no one else did and ended up in the portal. The portal only accepts 1 player and you cannot leave unless you die which is what I had to end up doing so some one else can enter it.
- Timeless Wallow: This was my favorite dungeon, especially the way the arena was designed. I feel like the difficulty was just right too. I wasn't blessed with a good group DD wise. Total group DPS was about 25k, and as the tank, I was doing about 15-20% of the group damage. Despite this, it only took the group I was with 2 tries to beat it. The mechanics were pretty intuitive, and adds only spawn at a % and don't respawn once dead which made the fight feel clean. The feedback I could give for this dungeon is to make the crushing darkness mechanic work how it does in cloudrest. The crushing darkness in this dungeon targets the DDs rather than the tank and the furthest away player. The DDs in my group kept dying to the mechanic because they weren't great with kite mechanics, but also because it did enough damage to one shot them before they can react, probably because they were stacked which also stacked the mechanic on them. As the tank, there was nothing I could do about that.
- Gossamer Crypt: This was the hardest dungeon by far for me. So much so that I had to swap to DD in order to get it down. Again for this dungeon, I wasn't blessed with a good group DD wise. Group DPS was the same as Timeless Wallow, but this time I was doing about 30% of the group damage. When I swapped to DD and had someone else tank, it was better because I could put out damage, but I still feel like the mechanics for this dungeon are overtuned compared to the other two. As the tank, my issues with this dungeon was the frequent enrage mechanic which seemed to have enraged everything. I will do the mechanic to unenrage the boss, but it will become enraged again within 15 seconds. On top of this, the two adds spawned about every 30 seconds after dying, and can actually be pretty dangerous with their heavy attacks on top of the enraged boss and lightning strikes happening throughout the entire fight. I think the biggest issue with this fight was the spider that spawned every minute. I don't know if it's linked to the enrage mechanic, but whenever it spawned and was glowing red, there were about 5 smaller spiders wiping the DDs. The DDs that I had when I was a tank didn't have enough damage to prevent someone from dying, usually the healer, when they were being pulled, and they were also being pulled back by the boss which required me to place the boss on top of the spider so they wouldn't get pulled in by the boss. The feedback I would give for this boss is to lower the frequency of the enrage mechanic, and lower the health of the spider and 2 adds. When I was my DD, it wasn't so bad. I alone was doing about 100k DPS on the spider each time it spawned, so having 2 good DDs will make the fight a breeze, but this is an event zone and most of the DDs someone will get as tank will be a roleplayer who can't do damage making the fight a slog.
For the trial, I found it really fun. It only took the group I found 2 tries, but I liked the flow of the fight. I was fortunately blessed with people who knew mostly what to do, and that is going to be the key phrase here. I'd imagine if I got into the trial again with people who didn't know what to do, it will be really chaotic. It's on par with a regular vet trial around 2018-2020, so it's not too difficult, but I can see that it requires a lot of coordination. But like with any trial, people should come prepared. I wouldn't change anything about the mechanics for this trial even if I don't fully understand the orb passing mechanic, but outside that, it flows really well when people know what to do. It's also interesting for this dungeon to need 3 tanks and 9 DD with. I suspect healers aren't too happy about that. The would no doubt be helpful in execute, but there isn't too much incoming damage and DDs with self heals will be more than enough to get through it. My only feedback I would give is to make the grapple poles easier to target, mostly on the purple side. After passing/picking up the orb from the purple side, you can go back to the large island directly in front, and then there is a pole high up on the island immediately to the left, but it was too inconsistent with being able to target it. I usually had to run up the ramp on the larger island first to be able to target it, but outside that, I felt everything was designed really well.
jristaub17_ESO wrote: »I have only had three days playing here, so I'm not ready to make a full report yet.
BIGGEST SINGLE issue I have run into, though, so far, is the population cap. There is NO ONE around, in any instance, unless you group via Group Finder, and jump to the instance where the group is. Then, there is usually just that group there.