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Mistakes were made (Veteran Ranks)

  • dcincali
    dcincali
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    Rofaka wrote: »
    Epona222 wrote: »
    Good luck enjoying endgame with the other few who persisted.

    The thing is, veteran levels and Cyyrodiil is THE endgame, there is nothing waiting for you at V12.

    There is no gear raiding and thank god for that, this game actually make sense.

    The fact that there's nothing waiting for you at VR12 is the more reason to make veteran ranks a prestige/cosmetic reward ^^

    and yes, thank the eight that there's no such thing as raid or PvP gear, imagine having to get new leveling, raid and PvP gear every Veteran Rank :')

    Yes cause the v12 Dominion (or what ever faction you are) sets that drop in Cyro aren't pvp gear... *giggle* Obv someone has never been to Cyrodiil...

    Edited by dcincali on June 9, 2014 10:53AM
  • Absinthe
    Absinthe
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    dcincali wrote: »
    Rofaka wrote: »
    Epona222 wrote: »
    Good luck enjoying endgame with the other few who persisted.

    The thing is, veteran levels and Cyyrodiil is THE endgame, there is nothing waiting for you at V12.

    There is no gear raiding and thank god for that, this game actually make sense.

    The fact that there's nothing waiting for you at VR12 is the more reason to make veteran ranks a prestige/cosmetic reward ^^

    and yes, thank the eight that there's no such thing as raid or PvP gear, imagine having to get new leveling, raid and PvP gear every Veteran Rank :')

    Yes cause the v12 Dominion (or what ever faction you are) sets that drop in Cyro aren't pvp gear... *giggle* Obv someone has never been to Cyrodiil...


    Shhhh...don't give them something else to complain about :expressionless:
  • Darzil
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    Veteran ranks are mainly there for economic reasons. It'd probably cost twice as much to have the same amount of quest/zone content per faction as we have in 1-50 + Veteran. This is an attempt to resolve this issue, which is a basic one in MMO design, which probably killed DAoC. WoW tried to solve it by only having two factions, but this led to unbalanced RvR PvP. LOTRO tried to solve it by not having quests/zones for team Sauron.

    Having said that, reading quests so far, mostly we are not fighting the other realms, we are fighting dodgy people from those realms. I'm quite happy destroying Necromancers, body stealers, deadric worshippers, etc, whichever realm they are claiming to help. I don't really care which out of touch, idiotic, king/queen ends up as the main power, I just want to make the lands safer. Bascially the realms are engaged in a largely pointless war that they are prioritising over the land being destroyed by Deadric enemies. I don't agree with any of the realms on that choice. I have therefore no issue with helping the Covenant as the Pact. It's not like SWTOR where you are actively trying to oppose the other realm in the quests.

    Personally, I mostly like the difficultly level, though some tuning is desperately needed, as abilities/weapon/armour lines are very poorly balanced. Somehow players believe the character power difference between VR1 and VR10 is massive, when it is tiny. If you take a VR1 to Cyrodil and PVP, and another VR1 through veteran levels to VR10, and then to Cyrodil and PVP, I'll bet the first will win, easily. They've have experience, skills and resources from alliance ranks which will eclipse the marginal stat advantage of the second.
  • Haxer
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    I could agree with this.

    I made it to VR4 on my DW/med/NB. Let's just say I don't play him anymore.
    www.dragontears.boards.net
  • Rofaka
    Rofaka
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    Absinthe wrote: »
    So let me ask you this OP - would you be satisfied if 2/3'rds of the games content was completely locked to you unless you rerolled to another faction? Guess what happens then? You still have to do it ALL over again.

    And who says you have to be VR 12 to have fun in this game? Take your time and you will get there.

    You speak about "end game" content. Well right now you have the trials (AA & Hel Ra) and I can promise you that most current vr12's can not be successful in this "end game" content in which you wish to take part. I do not necessarily consider Cyrodil "end game" content as a lvl 10 can enter and participate.

    The veteran content is there for several reasons. First, and perhaps most importantly, it forces you to get the most out of your character or else you will not be successful. Second, it allows you to pick up gear that you can deconstruct in order to make better equipment later. Third, moar skyshards! You can try other weapons/armor or new crafting skills. Fourth, it opens up content. Despite your dis-content I have rather enjoyed the content that the other factions get to play through.

    Sorry that you do not enjoy the "grind" as people here have referred to it. But I will give you a tip - join a group (or create one) and kill the world bosses, dolmens, and public dungeons in each zone. Thats 1/2 a vet rank right there. It's not that hard...

    @Absinthe

    Like I stated before the content should not be locked away, but it shouldn't be obligated for people who wish to enjoy endgame instead of quest. On top of that, someone else stated it breaks immersion, as when you choose a faction, most people would like to stick with their chosen faction.

    I'm not saying you'd have to be VR12 to have fun, all I'm saying is that the endgame content should all be brought to level 50. In their latest video Zenimax claims 'join your friends' as far as I know, questing is not multiplayer content, it is story-driven single player content, and at the moment there is too much of that before you can actually join your friends.

    The veteran content is okay, but you should have gotten the most out of your character getting to the level 50 cap, that's the whole reason rpg games have a leveling system implemented in the first place.

    Isn't the game a bit dull when all you do is make new weapons/armour ALL THE TIME? I'd like to polish my gear at level cap, not continuously craft new gear AFTER the level cap. In the other elder scrolls games you'd be able to get the endgame gear you wanted and then face the challenges that would still await you, without having to bother with getting new gear. Getting new gear is fun, but there has to be an end in sight, otherwise there is no point at all.

    Making a group to face the challenges set by the developers will be more convenient if said challenges were at the same level, and if the players facing them were as well. Now the whole playerbase is divided, not only by 3 factions but also by 12 veteran levels. If all capped players could enjoy the game together then we'd have a solid playerbase.
  • Rofaka
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    Help me out ESO community. I'm seriously struggling. How, oh how does one have fun in this game while VET levelling and beyond? I'm trying real hard to stay motivated, but as my another friends drops the game and un-subs every week, I'm finding it harder and harder to battle on.

    I've arduously meandered through to Vet 6 now, but I can't do it anymore. It is all just so, ridiculously boring. It's the same old grindy, slow, dull questing over and over again with no reward or even attainable goal. It's watching paint dry. I want to keep playing, I do. I *want* the game to be fun, but it's just... not. Just about every enemy I encounter of any elite rank is absurdly tough, some - like trolls - feel totally unbeatable, even when I'm 80% decked out in epics.

    as people can't play endgame with their friends this game will lose subscribers. I really want this to get trough the skulls of some devs...
  • Rofaka
    Rofaka
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    So I've hit vr1 and have started going through the initial vr content and so far I am not having fun at all. What am I missing here?

    It's taking an age to level and it's negating any reason to level an alt because I'd just be re repeating content. I just don't understand what the motivation is to go through the vr content, all I want to do is to get to end game and start getting some nice gear for group content.

    The content is boring as we'll I've just defeated molar bal for atheist sake and now I'm back fighting crabs!

    What am I missing here? I'm very close to canceling my sub :(

    another post from today, people are actively quitting.
  • Rofaka
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    Evergnar wrote: »
    I'm all for improving vet levels but a couple carrots won't do it for me. What was good about levels 1-50 was the journey. That is where vet levels fall short.

    Without a continuing main story line, or fighters guild quest line, or mages guild quest line, or some new quest line (like spy/espionage) it won't matter what small carrot you hang out there.

    There is little to get immersed in. Quests start to feel like Groundhog Day. They were not designed for characters from other factions. There is little new other than the landscape. No provisioning materials. Only 4 new motifs for twice the amount of content.

    Sorry but Zos painted themselves into a corner with the vet levels and I'm just not sure how they will get out. That being said I'm for trying something, anything for that matter, to improve it.

    People are constantly looking to fix the veteran levels. I say remove them, make everything normalised to level 50, and keep those vet levels as a cosmetic reward.
  • born2beagator
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    My only complaint is how difficult it can be at times. Specifically three man mobs with a caster or healer. I'm also a stamina based build so there is that working against me too. That said, I'm doing pretty good and am almost done with my VR2 zone.

    The only "grinding" I do is for crafting. When i notice that my inventory is getting near full, I'll go kill mobs till I have filled my inventory, then go back and deconstruct or research. I don't consider questing grinding in any way because the majority of the quests in this game actually have an interesting story to them.
  • Shunravi
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    I may be one of the few who actually enjoyed the veteran content, but that is likely due to how I've played the other elder scrolls titles. I would play once through with the difficulty slider set to medium or easy, and get my fill of being uber. Then I would download patches and mods to fix exploits and improve and balance combat and then set the difficulty to max and play through with a greater challenge. Then I would go through the story again. Veteran levels sort of remind me of this, with the added benifit of playing through a similar story but in a different setting and with new characters. I personally love it.

    But I know it's not for everyone. I would honestly like to see Caldwells silver and gold kept in for players like me. The artificial difficulty, the similar story, everything. But I would like to see a different option added as well. One that lets you go to other aliences, not as a ghost reliving that story, but as a member of your characters alliance, causing mayhem and disrupting, instead of assisting.

    Just my two cents I suppose, but I hope they improve the experience for those displeased with the content.
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • stefan.gustavsonb16_ESO
    stefan.gustavsonb16_ESO
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    I played Oblivion and Skyrim on max difficulty as well, after playing one or several characters at regular difficulty to see most of the quest lines and the effects of some of the many different choices that were available. It was fun, challenging but also rewarding, and I still remember the thrill of trying to find a winning strategy for fights that had been almost face-roll easy on regular difficulty. Why am I not enjoying the same difficulty spike in ESO? Well, several reasons. See below.

    I know this is not Skyrim, and I know this is not a single player game, so the comparisons below might not be 100% relevant, but my point is that the difficulty in this game is an unwelcome thing to most, even someone like me who enjoys a challenge as long as I have a choice. And that leads to the reasons:

    1) Choice.
    In the single player games I was doing it of my own choice, which means a world of difference. I could take that difficulty slider down a notch or two at any moment, but I chose not to. It was a deliberate "nightmare mode" with near impossible challenges for those who wanted it, not regular content that everyone was forced to do. In ESO it isn't fun, because I did not choose to play the game this way. I am forced to play the game their way. In other games, I do this when I have little else left to do, with absolutely no expectations to play the entire game to its end with that difficulty setting, and fully expecting to have my virtual backside handed to me on a platter in most situations.

    2) Non-combat options.
    ESO veteran ranks are not as difficult as, say, the highest setting in Oblivion (6x enemy damage, 1/6 player damage), but in Oblivion, you tried to avoid going toe to toe with those insanely boosted mobs wielding your nerfed weapons. You used poison, ranged sneak attacks, repeated hit and run attacks, led enemies into traps, relied on followers, hid in a closet and hoped for the NPC to lose track of you, turned enemies against each other by using spells, basically anything to keep you out of melee combat, and used hack and slash only as a last desperate resort if all else failed. In ESO, there are no options except in-your-face fighting in most situations.

    3) Combat options.
    In ESO, you have the same basic combat options at VR as in lvl 1-50: no useful followers, stealth is basically useless except for getting a first heavy hit in, and there are no big strategic advantages to be gained from the environment. Ranged attacks hit you around corners and through cover, even through walls, and NPC melee attacks hit from a large distance. You get no other tools to counter it than to "learn to play", with a sort-of real time combat system that is heavily crippled by network lag, at least for many EU players. Yes, you need to learn to move and block and dodge and use an effective rotation of skills that work on the particular enemy you are facing, but there is a limit to how much good it will do. There's no room for creative fighting styles in VR, just "this is how you should do it", with a short list of viable alternatives and very little room for error. Some of this is due to class and balance problems, but some of it is tightly connected to the game mechanics.

    4) Cost.
    In the other games I enjoy, dying comes at absolutely zero cost. You just reload a saved game or resurrect at a spawn point and try a different strategy, or try the same thing again hoping to get lucky. Failing and dying in ESO punishes you. A dozen failed attempts at a fight costs you rather a lot of gold in soul gems and repairs, and you need to spend extra time to earn that gold in order to stay relevant in solo play. The measly quest rewards and other sources of income I can find in VR zones while questing are nowhere near enough to pay the repair bills alone, much less spend anything on good gear or afford a respec. I need to grind for gold just to experience vanilla flavored, solo play content of the game. In other games, I often laugh when I die. In ESO, I curse when I die.

    TL;DR: ESO difficulty is problematic because reasons.
  • ArRashid
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    I like the VR system. Triples the basic quest content, all the delves and dungeons to find. World bosses and Dolmens to beat. Veteran Dungeons. Games have done elite or master or expert dungeons before.

    This game needs to introduce a few daily quests (not trivial kill x and gather some quest mats). By this I mean Veteran dungeon runs. Daily random veteran for your tier with a solid reward such as 750g 10000VP per tier, a Grand soul gem and a roll on a blue item list that contains jewellery and weapons only, not armour.

    Give players some sense of being something more than they were on the road to 50. VR1 is nothing really, start off as a scrub in a new campaign, craft some slightly better gear and optional Veteran toggle on dungeons you already did.

    The dungeons themselves are not a draw for me. I am quite picky about my gear and do not want boss drops and such.

    Well, they did promise us we will be ABLE to do other faction's content.. it seems they have changed it last minute, scaled everything up from lvl 50 to give us 10 more levels artificially.. which went bad in most cases (hell, even reward for Cadwell's Gold was a level 50 neck.. they have upped it to VR10, but it's stats remain the same as lvl 50 item). And changed "ABLE TO" to "MUST"..

    I think if they wanted Veteran Ranks as BONUS, they should have build endgame content for lvl 50.. not VR1/6/12. At lvl 50 (=VR1), you can just access 3 dungeons.. for everything else you need to continue leveling.

    If they REALLY wanted veteran ranks to be bonus, they SHOULD HAVE made them the same way as Blizzard did with Paragon levels in Diablo 3 - they are not needed for anything, they are just there so you can feel slightly rewarded for continued playing(/grind).

    Not like this, when you are FORCED to do the same quests over and over - doing every single quest in all of Tamriel just to level up a single character? That kills fun. Ask WoW. They at least have alternate zones for leveling, so you don't have to do the exact same quests again, if you choose to level an alt.
  • dastone
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    It not that it is to hard it the way it was designed. Mobs hit to hard making ranged and cc skills over powered and toe to toe melee fighters gimp.

    I have been one and two shotted when mobs run in packs hard not to get hit
  • Jaxom
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    The problem is that the game wasn't designed originally to have Vet levels. It was created that you would level up 1-50 in your faction, that's it. At that point you would have Cyrodiil or dungeons.

    During the closed beta tests, people complained so much that they changed how the game progressed, letting people experience the other zones without having to reroll, and viola, VR was born. It's an afterthought (a rushed one at that), which is why it feels so disconnected to the rest of the game. Have you ever noticed that there is no level 50. You go from 49 to VR1. This is why.

    Had they left VR out of the game and not cave to the people complaining that they wanted to see the entire game on a single character, we would have had a progression at end which made more sense. Even with Craglorn coming out, they could have made it a Level 50 zone (since we all would have been), and keep it a horizontal progression instead of a vertical one. Craglorn should have been an endgame PvE zone that you went to after the intial 1-50 content and it would have made so much sense. Unfortunately, there is no going back now and the damage is done.

  • Nylan
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    Please don't dumb down the game because someone thinks it is too hard, that has been the death nail for games that try to make easy mode, WoW is for that.
  • Shunravi
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    I played Oblivion and Skyrim on max difficulty as well, after playing one or several characters at regular difficulty to see most of the quest lines and the effects of some of the many different choices that were available. It was fun, challenging but also rewarding, and I still remember the thrill of trying to find a winning strategy for fights that had been almost face-roll easy on regular difficulty. Why am I not enjoying the same difficulty spike in ESO? Well, several reasons. See below.

    I know this is not Skyrim, and I know this is not a single player game, so the comparisons below might not be 100% relevant, but my point is that the difficulty in this game is an unwelcome thing to most, even someone like me who enjoys a challenge as long as I have a choice. And that leads to the reasons:

    1) Choice.
    In the single player games I was doing it of my own choice, which means a world of difference. I could take that difficulty slider down a notch or two at any moment, but I chose not to. It was a deliberate "nightmare mode" with near impossible challenges for those who wanted it, not regular content that everyone was forced to do. In ESO it isn't fun, because I did not choose to play the game this way. I am forced to play the game their way. In other games, I do this when I have little else left to do, with absolutely no expectations to play the entire game to its end with that difficulty setting, and fully expecting to have my virtual backside handed to me on a platter in most situations.

    2) Non-combat options.
    ESO veteran ranks are not as difficult as, say, the highest setting in Oblivion (6x enemy damage, 1/6 player damage), but in Oblivion, you tried to avoid going toe to toe with those insanely boosted mobs wielding your nerfed weapons. You used poison, ranged sneak attacks, repeated hit and run attacks, led enemies into traps, relied on followers, hid in a closet and hoped for the NPC to lose track of you, turned enemies against each other by using spells, basically anything to keep you out of melee combat, and used hack and slash only as a last desperate resort if all else failed. In ESO, there are no options except in-your-face fighting in most situations.

    3) Combat options.
    In ESO, you have the same basic combat options at VR as in lvl 1-50: no useful followers, stealth is basically useless except for getting a first heavy hit in, and there are no big strategic advantages to be gained from the environment. Ranged attacks hit you around corners and through cover, even through walls, and NPC melee attacks hit from a large distance. You get no other tools to counter it than to "learn to play", with a sort-of real time combat system that is heavily crippled by network lag, at least for many EU players. Yes, you need to learn to move and block and dodge and use an effective rotation of skills that work on the particular enemy you are facing, but there is a limit to how much good it will do. There's no room for creative fighting styles in VR, just "this is how you should do it", with a short list of viable alternatives and very little room for error. Some of this is due to class and balance problems, but some of it is tightly connected to the game mechanics.

    4) Cost.
    In the other games I enjoy, dying comes at absolutely zero cost. You just reload a saved game or resurrect at a spawn point and try a different strategy, or try the same thing again hoping to get lucky. Failing and dying in ESO punishes you. A dozen failed attempts at a fight costs you rather a lot of gold in soul gems and repairs, and you need to spend extra time to earn that gold in order to stay relevant in solo play. The measly quest rewards and other sources of income I can find in VR zones while questing are nowhere near enough to pay the repair bills alone, much less spend anything on good gear or afford a respec. I need to grind for gold just to experience vanilla flavored, solo play content of the game. In other games, I often laugh when I die. In ESO, I curse when I die.

    TL;DR: ESO difficulty is problematic because reasons.

    I agree with nearly everything you said up there. And that's part of the reason I said "sort of". I definately agree that the most frustrating part is the choice aspect. I just let it slide a bit because difficulty hiked up near where I would hike it up myself. It is still frustrating though.

    To elaborate on what I was saying before, I would like to have gold and silver stay the same for those who want it, but scale it back a bit for those who don't. It would then become an option to complete, and would be an achievement/ status thing where you would get a silver or gold medallion next to your name, similar to PvP rank.

    Then if you had that option with the sabotage option, it would create a massive endgame content. The "normal" Vr zones should be the sabotage option (with a difficulty reduction), as to not break immersion, but cadwell should be able to send players who want to into the other alliance's in the same way as the content does now. The increased difficulty would be equivalent to a 're noobing' for that experience (as it kind does now.) There should also be better rewards for completing cadwells, for those for whom achievement is not enough.


    As for being forced to use certain builds, I personally did not find this to be the case. I've barely used staves, only getting my restoration to 20 because a Guildie needed help in a dungeon (my destro is at 13 because I used it a bit for wolf farming in crows wood. That got boring faster than I could justify any profit.) I've gotten to v12 almost exclusively with my greatsword (my bow finally reached lvl 50 when I got to v9 because I used it so sparingly.) I never stopped experimenting with my bar, and found more use than I expected in abilities I had concidered worthless. (Looking at you path of darkness) Only set I've used was ashen grip, bucause I wanted to breathe fire. I kept the v5 set I crafted untill v9 because I just couldent be bothered. (You can only immagine how much that hurt my wallet.) My current gear is a missmatch of stuff, and my sword is a green from rewards of the worthy. Did the whole thing solo(appart from dungeons and dolmens ), only called in help for a V10 gargoyle who I could only get to 25%. (My guildmaster thinks I'm a bit 'special' because of my playstyle, not in the good way.)

    Now that I'm done with my epeen uber rant, I miss those world traps too (especially you , smashy ayleid smash pillars :'( ) but there are still some I can use, and I can lay my own (fire rune, trap beast, aspect of terror.) And use cc. I wish there were more environmentals though.

    TL;DR:
    Have the current Vr area for those who want it, but have a toned down area for those who don't. Make veteran be a sabotage experience as to not break a immersion and a sense of loyalty.

    Edited by Shunravi on June 23, 2014 10:15PM
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • Raash
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    A rather safe estimation of 90% of all that are vet 12 are so because of either early pvp exploit or anomaly grind in craglorn wich at the same time gave so much epics and blue items that you could level up blacksmithing, woodworking and clothing by deconstructing them in a matter of a day or two. The 2 weeks this could be done made people deconstruct so much they got hundreds of hundreds of epic tempers. i was late and only got to craglorn the last 4 days it was possible to do it and got from vet rank 3 to12 by 3rd day, and i might add that i played maybe 5 hours a day.
    I got enough tempers to sell and bought dreugh wax / tempering alloys to make myself a complete legendary armor and two legendary daggers.
    All thos who were not fortunate enough to be high level to take advantage of it will face a long grind through the other 2 factions that rather few of those before them have been forced to do.
    I sure has gone and collected skyshards and questing around vet areas, but its a huge difference to be able to do so out of free will and not out of neccesity.
    I feel so sorry for all those that taking it slow and just having a nice ride upward lvl 50, you really getting shafted in this game.
    Edited by Raash on June 23, 2014 6:57PM
  • LonePirate
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    Jaxom wrote: »
    During the closed beta tests, people complained so much that they changed how the game progressed, letting people experience the other zones without having to reroll, and viola, VR was born. It's an afterthought (a rushed one at that), which is why it feels so disconnected to the rest of the game.

    Are you sure about that? Do you have any proof? The John Cleese voiced Silver and Gold quests suggest the VR content was designed this way and was not cobbled together quickly as the result of some Beta feedback. Then you have all of the Veteran specific crafting mats, gear levels and passive skills which also suggest a deliberate plan regarding Veteran levels.
    Edited by LonePirate on June 23, 2014 7:49PM
  • veneficus
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    The problems I have with the veteran system include:
    • It is pretty much impossible for a solo player to gain a veteran rank in each zone. A decent amount of the experience you need is contained in dolmens, skulls and the public dungeon (which you can sometimes solo depending on your build).
    • If you are set on doing the group activities in a veteran zone you can often find yourself waiting a while for enough players to show up. Waiting around doing nothing in a game is not fun.
    • Even if you do everything in a zone as a solo player you will sometimes not finish a veteran rank which then means you have to grind mobs or find a group to do a dungeon.
    • There isn't experience for exploration or opening treasure chests which removes some of the joy from those activities.
    • Some armour traits are completely useless in the end game such as exploration and training (training could be useful if you start working on a new armour set in veteran ranks).
    • Veteran mobs are much harder to fight. With a bad bit of luck you can find yourself dying much more frequently than in the 1-50 levels which costs the player time and precious gold.
    • Veteran ranks take a lot longer to earn than the 1-50 levels in the game. I have a veteran 6 and a veteran 2 and to get those characters to those ranks took longer than getting 4 of my characters to veteran 1 and the other 3 to the levels at which they are now (teens).

    Behavioral psychology has a principle called extinction. In essence when a behavior that has been previously reinforced no longer produces rewards at similar intervals then the behavior gradually stops occurring.

    While humans are certainly more complex than just what is defined in behavioral psychology there is still some relevance for this theory to veteran ranks. Most people are going to stop engaging in a behavior if the rewards they were receiving either stop or become so infrequent that the activity no longer seems worth the effort.
    Edited by veneficus on June 23, 2014 10:04PM
  • hamon
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    Emperor wrote: »
    The game isn't the problem. It's the PLAYERS. Here me out.

    .

    if you make a product and it tanks because people dont want it, it is NEVER EVER the people that are the problem. it is always that your product is at fualt or at least percieved to be not good enough.

    you cant change people to suit your product you have to change your product to suit people ..... or fail

    " hey why dont you like this car i made?" " its dung" " no its brilliant just go away and change what you like about cars then come back and buy it "

  • Shunravi
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    hamon wrote: »
    Emperor wrote: »
    The game isn't the problem. It's the PLAYERS. Here me out.

    .

    if you make a product and it tanks because people dont want it, it is NEVER EVER the people that are the problem. it is always that your product is at fualt or at least percieved to be not good enough.

    you cant change people to suit your product you have to change your product to suit people ..... or fail

    " hey why dont you like this car i made?" " its dung" " no its brilliant just go away and change what you like about cars then come back and buy it "

    I'm going to trim my rant here, but; I can't stand a great deal of modern fashion and art, yet there is a massive market for both. I think it's s**t, but there is a massive multi-million market behind it, so it has a customer base. I personally would never buy it, but that does not necessarily mean it's a bad product.

    That, plus I heard a motorcycle manufacturer (Japanese I think) created a bike so efficient and silent no one would buy it. The detuned the engine so the bike would roar, and managed to sell it. So sometimes it's the customers . Yes they changed to suit the market, but is that a good thing? Really?

    Also, the backbone of our modern world, the telephone, was nearly rejected as a child's toy. Then it was shown what it could do, and now look at modern communication. (Yes yes telegraph yes yes). So don't go shutting something down simply because it's not successful at first. Every change,whether good or bad, started somewhere.
    Edited by Shunravi on June 23, 2014 9:17PM
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • Rofaka
    Rofaka
    ✭✭✭
    Phantax wrote: »
    Before the Mods move in this is not a quitting thread (I'm not quitting) :p
    I am however not playing the game while it's in its current state !

    Craglorn is a dead zone, literally. Yesterday (a weekend, prime time day) was rubbish there. Pretty much impossible to get a group, chat was almost non existent, anomalies are still a joke since the nerf ! (they need to be set back to how they were before)
    VR zones... don't make me laugh ! I was in a VR9 zone and I can honestly say I saw about 4 people in nearly 5 hours. Tried a couple of times to engage in conversation but nothing. (not saying these peeps were bots, they weren't but they certainly weren't friendly either) Don't know if it was a stealth buff or a bug, but as a couple of threads have pointed out VR mobs are doing more damage than before the patch. Players (the few there are) are spending more time running back to repair and/or dying than they are enjoying the game !

    People are still quiting the game because of veteran ranks, an MMO needs a solid endgame to stay stable, not this.
  • Laz
    Laz
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    I don't understand... People are saying VR is to hard yet my SUPER SQUISHY NIGHTBLADE can walk on enemies left and right in VR content... I'm confused, you might want to look at your build again.

    Also, stop complaining. Non VR was to easy and now VR is to hard, what the hell do you want?
    Been around watchin'. Time to start talkin'. - Twitch: twitch.tv/lazisonline
    Prior host of TESO Elite game-play twitch streams
  • Rofaka
    Rofaka
    ✭✭✭
    Laz wrote: »
    I don't understand... People are saying VR is to hard yet my SUPER SQUISHY NIGHTBLADE can walk on enemies left and right in VR content... I'm confused, you might want to look at your build again.

    Also, stop complaining. Non VR was to easy and now VR is to hard, what the hell do you want?

    It's not about VR being too hard, although for some it may be. It's about the fact that it's a grind, and it's obligated. This makes it so that endgame is empty. Zenimax is making content for the few players who actually have done the VR grind, the content that the whole playerbase wants to enjoy.
  • Darzil
    Darzil
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    I think it's a shame that veteran ranks give you anything other then skill points and a chance to experience other stories. That's what makes it into a grind people feel they need to do. I'd happily do them for the story and skill points, but I enjoy PvE. I'd prefer the monsters less damaging, largely because anything other than crowd control is marginalised, so the game feels out of balance. I'm not bothered by fighting for the other realms, as every time I investigate the orders for NPC monsters from my realm, it turns out they are working for Molag Bal, not the Pact. I'm just taking the fight to Molag Bal in other lands.
  • Rofaka
    Rofaka
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    AngryWolf wrote: »
    Ya...I'm pretty worried the game will change into something I don't want to pay to play anymore either. Good thing I bringing up 3 toons at once, from each alliance. Get a full play through each area and if VR sucks, it won't be as big a deal to quit and move onto something else.


    What's going to happen to the game when the diehard fans decide the game is over? with no endgame, this mmo has no future
  • steveb16_ESO46
    steveb16_ESO46
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    Nylan wrote: »
    Please don't dumb down the game because someone thinks it is too hard, that has been the death nail for games that try to make easy mode, WoW is for that.

    Death knell. The word is 'knell'.
  • steveb16_ESO46
    steveb16_ESO46
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    Rofaka wrote: »
    AngryWolf wrote: »
    Ya...I'm pretty worried the game will change into something I don't want to pay to play anymore either. Good thing I bringing up 3 toons at once, from each alliance. Get a full play through each area and if VR sucks, it won't be as big a deal to quit and move onto something else.


    What's going to happen to the game when the diehard fans decide the game is over? with no endgame, this mmo has no future

    Some hand-waving story to re-use content and a multiplier applied to trash mobs makes good content it seems. Zen won't have to work too hard to keep them happy so no need to worry.
  • KariTR
    KariTR
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    Raash wrote: »
    A rather safe estimation of 90% of all that are vet 12 are so because of either early pvp exploit or anomaly grind in craglorn wich at the same time gave so much epics and blue items that you could level up blacksmithing, woodworking and clothing by deconstructing them in a matter of a day or two. The 2 weeks this could be done made people deconstruct so much they got hundreds of hundreds of epic tempers. i was late and only got to craglorn the last 4 days it was possible to do it and got from vet rank 3 to12 by 3rd day, and i might add that i played maybe 5 hours a day.
    I got enough tempers to sell and bought dreugh wax / tempering alloys to make myself a complete legendary armor and two legendary daggers.
    All thos who were not fortunate enough to be high level to take advantage of it will face a long grind through the other 2 factions that rather few of those before them have been forced to do.

    Couldn't make the best crafted sets though, could you? That takes real time to accomplish, not crafting levels.

    And it isn't a 'long grind' it is a very enjoyable experience for many of us. Anyway, the longer the better in an MMO.
  • temjiu
    temjiu
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    I agree with you OP. Sadly, many people do, and there are a variety of reasons why.

    these reasons have been repeated so many times in so many threads I'm surprised that Z hasn't figured it out. Or perhaps they have...and they are just struggling to try and find a solution that will work, and wont put them into chapter 13 in an attempt to fix it.

    Its a grind...
    kills the desire to play alts...
    goes against story progression and immersion (im AD...don't want to play a EP groupie)...
    Simply too hard (or, difficult enough that the severe class balance makes it impossible for most builds unless they involved a staff and a dress)
    No reward (rewards for playing a game that is 10x mroe difficult then levels 1-50 are the same rewards you get playing the same content with a lvl 1 alt)

    ...the list goes on, and it's huge, and players were leaving the game because of it. I think Z understands that people are unhappy (with the exception of those who are either still under lvl 50, or played a staff carrying dress wearing FotM).

    UNfortunately, VR really needs a complete redesign to be optimally balanced and bring back everyone (and attract more). But I think we wont get that. I think we will continue to get measured class balance, and occasional end game dungeons, and they will try to overshadow the VR levels by getting everyone past them, and changing the game content that they add to compensate.

    What VR NEEDS to be is this:

    1) end game is lvl 50. VR is only tiers of gear.
    2) running other fractions should be Optional content. quest rewards can be scaled a bit to compensate, or add other stat boosts (say, minor growth progression). quest rewards from Cal's series should be more impacting, but from a cosmetic point of view (more costumes, mounts, etc). heck, i'd run another fractions quests if i could get a MOUNT at the end.
    3) real gear and growth progression should be found in group runs, daily quests, and challenges. challenges should NOT be limited to group only events, but have a variety of options and rewards to suit. examples:
    - Crafting challenges like mini-dungeons (the mechanics for designing this stuff is already in game...make them solo or group only instances) that reward uncommon or chance at rare crafting mats.
    - Solo challenges. kill X number of mobs in X time frame. Wildstar has an excellent example of this concept...tons of challenges you can do daily at any level. but I'd be happy with them at end game to start.
    - Daily quests for group runs. The challenges are a good spots for this, they just need to increase the benefit of the rewards (I think they are in process of doing this now. it just needs to be far better then it is at the moment).
    - Daily quests for exploration and for adventuring. this is the solo area. make them based on completing certain objectives, such as completing 2 Anchor events in Summerset isles, or visit all the boons in an area, or even as simply as kill 50 orcs in X area. give us reasons to go BACK to the areas that we've already been in. design it around the fractions that you've ALREADY COMPLETED. so if you are a purist, and only wanted to do your fractions quests in AD, then your daily adventure quests would be in random areas in AD areas ONLY.

    It may be too late for #1 (serious design change), but #2 and 3 are still VERY VIABLE, and IMO necessary for this games continued evolution and survival. right now end game simply stinks, and im really trying to be nice about it. challenges are group only, end game content is group only, the rewards are not worth it (most players end up having to get gear much higher then whats given just to meet their times and be competitive), and this is after a forced grind of 2 other fractions, that are horribly balanced in a game that currently has horrible class and skill set balance.

    I unsubbed, but came back after this most recent patch. I really am a "silver lining in the cloud" kind of guy, and i'm willing to support even badly implemented games if I see them going in the right direction. After this last patch I decided to re-sub, and start a new character (I wont' touch my vr level toons as that part of the game is still horribly balanced). well see if they can get VR to a playable state by the time i get there with this new re-iteration of my melee (read stamina build) templar.
    Edited by temjiu on June 29, 2014 8:07PM
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