I highly doubt you'll get a response from them. And if you did, it would go something like this; "We're trying to appeal to both audiences, those who appreciate the single player TES games for what they are, and those who come from the MMORPG genre", or something along those lines anyways, and other stuff about not forcing players into groups. (which is totally ironic what with the Guild Stores and all)
I can some what agree, and relate to this, as I came into the game with a couple of my friends, wanting to do some cooperative action and what not, however, they soon after got bored, because, well, their attention span is that of a monkey, and I knew it would happen sooner or later. Thus, I'm actually kind of happy, I'm able to do most things by myself.
To be fair, most of the Single player instanced quests have been dumbed down in some sort of manner, whether or not the bosses HP has been lowered, or whether their damage/defense is lower.
I would also agree to some extent about making some "Public" dungeons solo instanced. Too many times have I wandered into a dungeon trying to complete the achievement by killing the boss, only to have 30+ people sitting at the boss spawn swinging their weapons. Annoying if you ask me. Some of the "Public" dungeons I really do enjoy. One that comes to mind is Dashaan I think. Where there's actually horde's of monsters, and going in solo, you'll more than likely end up dead. Those Public dungeons are fun (my opinion).
Anyways, their new Craglorn/Adventure zones seem to be working, and improving on the multiplayer aspect of ESO. I'm personally looking forward to it.
zachary.wagle_ESO wrote: »Haven't we all played the ES series wishing we could have our friends battling for great justice next to us?
I'd really like to hear from the developers here. What gives guys?
Thankfully group-or-die leveling became extinct with FFXI as far as I can see, and good riddance to it; though in FFXIV it makes a return with content locked out by forced-group instances you have to complete to progress.zachary.wagle_ESO wrote: »I'd really like to hear from the developers here. What gives guys?
Thankfully group-or-die leveling became extinct with FFXI as far as I can see, and good riddance to it; though in FFXIV it makes a return with content locked out by forced-group instances you have to complete to progress.zachary.wagle_ESO wrote: »I'd really like to hear from the developers here. What gives guys?
Craglorn is the group-or-die content you're looking for, soloers apparently don't feature in ZOS' end-game vision as this content update will exclude them entirely.
zachary.wagle_ESO wrote: »I'm genuinely...
Group based questing is in the Adventure Zones at lvl 50+.
Perfect fresh plan in my opinion -- gives people during the leveling up period the time and space they need to learn how to play.
Do you know how many games I've been in, getting to cap and a good percentage of maxed players are like, "How do I cc?", "Taunt? Is that a skill?" or, "You mean I'm not supposed to stand in the red stuff?" Over simplication? Maybe a little, but its a very, very COMMON occurrence in many other recent mmo's. People p-l, zooming up to cap, BUY their frickin gear, and think they are at the "endgame IS the beginning of the fun" spot. I like it that the fun starts on day one in ESO! And that there are different features to look forward to than whatever I'm seeing in my earlier levels.
I wouldn't mind a scattering of group questlines, say in the mid levels, but I do not think they are necessary at all. We can solo and/or group as we immerse ourselves in Tamriel, for however long we want.
WHEN we want to finally play at the veteran levels in groups, we OUGHT to be able to contribute to the group fun via knowing our responsibility within the framework of the group compilation.
Its much more FUN to succeed, its much more FUN to know mostly what you are doing and should do so theres an easy atmosphere of joking around as you check out the new group content.
Looking forward to a variety of game features, sprinkled throughout the sections of the game. I think it is an awesome plan instead of putting out all the toys in the first 10 levels and then doing the same-o-same-o with different landscaping all the way to max.
Zenimax, many people are lovin' the online Tamriel journey. Keep focusing on addressing bugs and customer service response as you are doing.
Be calm and carry on ^-^.
zachary.wagle_ESO wrote: »Haven't we all played the ES series wishing we could have our friends battling for great justice next to us?
The Old Republic had this same issue. Whenever you make quest lines and deep stories intermix over time, you wind up with people on different parts of quests with different phasing in place. This is not conducive to teaming.
However, in games where you don't do this (a.k.a. in most MMOs out there), you wind up with 2304987234 "kill 10 of x" quests instead. But then you can team freely.
Thankfully group-or-die leveling became extinct with FFXI as far as I can see, and good riddance to it; though in FFXIV it makes a return with content locked out by forced-group instances you have to complete to progress.zachary.wagle_ESO wrote: »I'd really like to hear from the developers here. What gives guys?
Craglorn is the group-or-die content you're looking for, soloers apparently don't feature in ZOS' end-game vision as this content update will exclude them entirely.
rawne1980b16_ESO wrote: »
Nope.
I play them because they are good single player RPG's and even better with mods.