We want a dungeon finder that groups us with similarly geared and experienced players, not a "lfg" spam channel where you get hooked up with one maddeningly fail-pug after another.
And this is not only TESO problem.Most of the time they get a dungeon finder that groups us with an idiot, an elitist jerk who can't run dungeons with his guild because they don't like him either, a brand new healer that thinks he knows everything since he read a guide, and someone who AFKs until kicked.
We want a dungeon finder that groups us with similarly geared and experienced players, not a "lfg" spam channel where you get hooked up with one maddeningly fail-pug after another.
NOPE.
I don't want a Dungeon Finder. I hate Dungeon finders. Dungeon Finder are what made Tanks prima dona elitist that leave their group as soon as the rest of the group do not follow his will. Dungeons Finder are the reasons why MMO people think that clicking on a button will magicaly give them epic. Dungeon Finder are the reasons why players do not speak with each other anymore. Dungeons Finder is the WORST decision World of Warcraft ever made, transoforming for ever the MMO landscape and making every other MMO forced to follow.
I hate it and I do not use it.
Atleast in ESO, I easily find group by asking the chat, and this is how I'm making friends.
The problem with modern MMOs is that "modern" encompasses the same time frame as "post 2004," the year the game that destroyed the genre released.
Since that festering turd dumbed everything down, attracted the masses, and put up the numbers that it did every game since has either tried to be like it and sucked or been infested by people who liked it and sucked. We now have an entire playerbase of people who think they are MMO players yet expect everything to be soloable and easy. They expect MMOs to be interactive movies where it's all about story and questing and you get everything handed to you just for showing up with the only required interaction with other players being chat. MMOs originated around the premise of people being able to do things together that they could not accomplish on their own. To these idiots that, the very point of MMOs, is called "forced grouping." LOL
And there hasn't been a truly good, much less great, MMO since as a result.
The problem with modern MMOs is that "modern" encompasses the same time frame as "post 2004," the year the game that destroyed the genre released.
Since that festering turd dumbed everything down, attracted the masses, and put up the numbers that it did every game since has either tried to be like it and sucked or been infested by people who liked it and sucked. We now have an entire playerbase of people who think they are MMO players yet expect everything to be soloable and easy. They expect MMOs to be interactive movies where it's all about story and questing and you get everything handed to you just for showing up with the only required interaction with other players being chat. MMOs originated around the premise of people being able to do things together that they could not accomplish on their own. To these idiots that, the very point of MMOs, is called "forced grouping." LOL
And there hasn't been a truly good, much less great, MMO since as a result.
Mate how is any supposed to complete group content, which you so eagerly desire in this game, or any game of that matter, in 6 months time when all/most of the player base is at max level?
Questing is not supposed to be difficult or time consuming, its a story, its to develop your character and show the players the ropes and make them try new things along the way. Sure have some hard bosses, but it should NOT require grouping.
You can have hard group content, I really love that too, but that should only be end game stuff where there is a bunch of player to always run the content and keep it alive. Also if you are a true MMO player you would quickly work out that fighting trash mobs that do abnormal damgae and only know 2 attacks is no skill, which you seem to have alot of.
The problem with modern MMOs is that "modern" encompasses the same time frame as "post 2004," the year the game that destroyed the genre released.
Since that festering turd dumbed everything down, attracted the masses, and put up the numbers that it did every game since has either tried to be like it and sucked or been infested by people who liked it and sucked. We now have an entire playerbase of people who think they are MMO players yet expect everything to be soloable and easy. They expect MMOs to be interactive movies where it's all about story and questing and you get everything handed to you just for showing up with the only required interaction with other players being chat. MMOs originated around the premise of people being able to do things together that they could not accomplish on their own. To these idiots that, the very point of MMOs, is called "forced grouping." LOL
And there hasn't been a truly good, much less great, MMO since as a result.
Mate how is any supposed to complete group content, which you so eagerly desire in this game, or any game of that matter, in 6 months time when all/most of the player base is at max level?
Questing is not supposed to be difficult or time consuming, its a story, its to develop your character and show the players the ropes and make them try new things along the way. Sure have some hard bosses, but it should NOT require grouping.
You can have hard group content, I really love that too, but that should only be end game stuff where there is a bunch of player to always run the content and keep it alive. Also if you are a true MMO player you would quickly work out that fighting trash mobs that do abnormal damgae and only know 2 attacks is no skill, which you seem to have alot of.
LOL See?
AlienDiplomat wrote: »LOL what even IS the "justice system?" Like there is this overly convoluted and cheesy court system you go through because you killed an opposing factions guard or something?
We want a dungeon finder that groups us with similarly geared and experienced players, not a "lfg" spam channel where you get hooked up with one maddeningly fail-pug after another.
NOPE.
I don't want a Dungeon Finder. I hate Dungeon finders. Dungeon Finder are what made Tanks prima dona elitist that leave their group as soon as the rest of the group do not follow his will. Dungeons Finder are the reasons why MMO people think that clicking on a button will magicaly give them epic. Dungeon Finder are the reasons why players do not speak with each other anymore. Dungeons Finder is the WORST decision World of Warcraft ever made, transoforming for ever the MMO landscape and making every other MMO forced to follow.
I hate it and I do not use it.
Atleast in ESO, I easily find group by asking the chat, and this is how I'm making friends.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
The problem is, imo....people are drawn to the same classic elements over and over and over again. Take those elements away, and you lose people's interest. All of the classics involve a hero's struggle, which includes: a short stage of bliss, followed by iffy times (bliss ended too soon,) followed by near-death-experience, followed by redemption. In some form, an rpg needs to follow this formula.
The only way that I see this formula happening is if I transpose my short stage of bliss over my anticipation of the game, the iffy times as my 1-50, and my Vet stages as near-death.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
The problem is, imo....people are drawn to the same classic elements over and over and over again. Take those elements away, and you lose people's interest. All of the classics involve a hero's struggle, which includes: a short stage of bliss, followed by iffy times (bliss ended too soon,) followed by near-death-experience, followed by redemption. In some form, an rpg needs to follow this formula.
The only way that I see this formula happening is if I transpose my short stage of bliss over my anticipation of the game, the iffy times as my 1-50, and my Vet stages as near-death.
MasterSpatula wrote: »You really have a problem with "multiculturalism?" This story is about a war based partially on centuries of racial conflict and oppression. That's Elder Scrolls lore. That's the game you signed on to.
Also, most people at least have enough shame to couch it in something like, "I'm not against multiculturalism, but...."
kirnmalidus wrote: »You really should just feel sorry for him. Just think about all of the things he'll never experience.
The problem is, imo....people are drawn to the same classic elements over and over and over again. Take those elements away, and you lose people's interest. All of the classics involve a hero's struggle, which includes: a short stage of bliss, followed by iffy times (bliss ended too soon,) followed by near-death-experience, followed by redemption. In some form, an rpg needs to follow this formula.
The only way that I see this formula happening is if I transpose my short stage of bliss over my anticipation of the game, the iffy times as my 1-50, and my Vet stages as near-death.
As far as MMOs go, one of the best I've played was EVE. No "hero's struggle" at all in that one. You're character isn't made out to be a hero by the 'story' because there really is no set story. The content of the game is player/player interaction. The story is when one alliance loses half their systems to another alliance or when all the assets of a corp get stolen by a member that went rogue. Just for those who don't know, actual players make up those alliances.
The problem is, imo....people are drawn to the same classic elements over and over and over again. Take those elements away, and you lose people's interest. All of the classics involve a hero's struggle, which includes: a short stage of bliss, followed by iffy times (bliss ended too soon,) followed by near-death-experience, followed by redemption. In some form, an rpg needs to follow this formula.
The only way that I see this formula happening is if I transpose my short stage of bliss over my anticipation of the game, the iffy times as my 1-50, and my Vet stages as near-death.
As far as MMOs go, one of the best I've played was EVE. No "hero's struggle" at all in that one. You're character isn't made out to be a hero by the 'story' because there really is no set story. The content of the game is player/player interaction. The story is when one alliance loses half their systems to another alliance or when all the assets of a corp get stolen by a member that went rogue. Just for those who don't know, actual players make up those alliances.
Eve is a business simulator. Niche game. Hated it.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
Doctoruniverse wrote: »Maybe I missed something but what was the new gimmick in ESO ?