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Craglorn: Model is Disappointing

  • Blo0dstorm
    Blo0dstorm
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    Varicite wrote: »
    Craglorn was designed for groups; there was never any confusion about this. I'm not sure why anyone would be surprised or disappointed that you need a group for its content. Ever since it was announced, it was 100% stated that this would be the case. Even during its development, it was constantly mentioned that the content would be for groups of 4-12.

    For solo / duo content, there is already a pretty hefty amount of content in the faction+ and faction++ zones, as well as Cyrodiil if you choose to play that way there. There's also skyshard / lorebook hunting and solo / group delves.

    I feel they have tried to design a fair amount of solo / duo content for the game, but Craglorn was not created to fill that role. There was a large dearth of group content at endgame, and that is the role that Craglorn fulfills.

    Complaining that group content is for groups just seems a bit... silly to me. It is a MMO and makes no bones about that; the vast majority of the game's content can be done solo / duo, however it isn't exactly unheard of for a MMO to have content that can only be seen in a group. That is sort of the entire point of having a massive multiplayer game; to utilize teamwork in order to overcome obstacles that would otherwise overwhelm a single player.
    I'm fine with group content as long as

    - there is also some real solo content available at the same time
    - setting up a group is easy and doesn't require tons of patience or chat spamming

  • RivenCsky
    RivenCsky
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    I agree that the end game and upcoming annoucments only appear to be directed at raiding / dungeons runs. In other words it is WoW without the wow factor.

    This game was great for the story line during the questing and that alone kept my interest to Veteran 12. I cannot stand Craglorn and yes like the others we all avoided the dungeons and used the anomolys to level up. Sadly ESO stated in an interview at E3 they did not expect players to ignore these dungeons. It just shows how they are not in tough with the modern player.

    Like others I have cancelled my subscription and currently watching to see if they wake up or continue to follow other online games into F2P models due to lack of vision.

    As a Vet 12 you can only do so much zerging PvP and crafting until you have nothing left but PvP daily quests. Can you say WoW?
    Edited by RivenCsky on June 18, 2014 1:12PM
  • WhitePawPrints
    WhitePawPrints
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    RivenCsky wrote: »
    I agree that the end game and upcoming annoucments only appear to be directed at raiding / dungeons runs. In other words it is WoW without the wow factor.

    This game was great for the story line during the questing and that alone kept my interest to Veteran 12. I cannot stand Craglorn and yes like the others we all avoided the dungeons and used the anomolys to level up. Sadly ESO stated in an interview at E3 they did not expect players to ignore these dungeons. It just shows how they are not in tough with the modern player.

    Like others I have cancelled my subscription and currently watching to see if they wake up or continue to follow other online games into F2P models due to lack of vision.

    As a Vet 12 you can only do so much zerging PvP and crafting until you have nothing left but PvP daily quests. Can you say WoW?

    I try not to compare this game to WoW since any MMO can be compared to the King of MMO's, but I have to agree that there isn't the fun factor that WoW had in their raids or quests. One of my favorite things in WoW was revisiting Dalaran in the Northern territories (the music was epic); it was destroyed but rebuilt as this epic city for both factions to unite under to defeat the Lich King. Or the Cataclysm expansion, underwater quests were really interesting and stayed interesting even when it was completing quests above ground. That expansion also changed the almost every zone with some interesting destruction. There was small PvP action available in those quests, and the raids made you really want to be there. Craglorn is introducing a flat out new quests that no one has any connection to, and really could care less about.

    There is potential with the capital cities being attacked by another Deadric Prince and really sparking interests. I presume that will likely be the goal of expansions, is to introduce another storyline with the other Deadric Princes, adds new regular zones and add a few new group content areas as well. But not raid-only entire zones.

    The Timeless Isle of Pandaria was the last End-Game area I visited in WoW, and that had a great balance of challenging content. There were Elites wondering around that would require groups to kill; but the regular mobs could easily be solo'd while the bosses required raids to kill. The majority of the quests were capable of being done solo and small groups.

    Besides, I don't know how you can consider Craglorn end game? It's VR content but they increased VR level cap, therefore making it part of the game. End game is not increasing level cap, instead adding more quests, items, pets, gear, crafting choices, mounts, etc.
    Edited by WhitePawPrints on June 18, 2014 5:40PM
  • _subjectnamehere_
    _subjectnamehere_
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    Drakoleon wrote: »

    PS Allowing players bellow V10 at Craglorn is a big big mistake

    I couldn't agree more. On top of that...these burial sites and magical anomolies definitely encourge VR1 players to head straight to Crag. and grind. All I see in zone chat is "LF grind group" or some variation. I post "lfg questing," and literally no one replies. I am lucky to find four people to do something with. I have, but rarely. This is a HUGE problem.

    They should have locked Craglorn at VR10+ only, remove these grind sites, and keep the grouping mechanic.

    Heck....scale it down so two people can do it....don't require four. Many more options, many more groups. A heck of a lot easier. Then we can actually experience the content.

    @ZOS_GinaBruno‌

    Listen to us...please.
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