frankuguzzb16_ESO wrote: »I found harder to solo the VR6+ quests than finding a group to play dailies in Craglorn, so...NOPE at evrything you said. Probably it's because i'm a templar healer and you were a Sorceror, but srsly, you want the easy mode to last forever??? Even if you have the ''op class'' in Craglorn you have to GROUP, and just for this reason it's awesome.
Hello,
I am posting this in hope it'll serve as feedback to ZoS.
It's an huge wall of text. I took a long time to write it down, the time it took to find 1 healer for my group.
After having had a lot of fun and engagement in levelling up by questing, I completed all the VR regions by level VR 11. I found the post-VR nerf content to be on the easy side, but hey, can't make everyone happy, can you?
Anyway I and I dare say a massive majority, get to Craglorn after having had a whole soloable experience, with a smidge of optional grouping (if you insist doing the 4 men instances).
I knew that Craglorn would mean: a 180° turn on gameplay and group required to do anything.
I was fine with that. I have always played in raiding guilds etc. etc. so playing in a team feels good.
But here comes my stupor: Craglorn game design is completely, utterly illogical.
1) First of all, the harsh, 180° change I mentioned above: in a game you ZoS slowly transformed into a "soloable experience", there's not a single quest to "prepare" the player to what awaits him.
I played the introduction quest, then got sent to click stuff in 3 places. I see *3* mobs. As "overpowered sorc" and being VR 11 I attacked them without even thinking. "Magically" another 4 mobs appeared. Each 3 times thougher than any mob met before entering Craglorn. I died very unceremoniously.
But it's not 140g repairs that hit me. It was how non-existing is the passage from "you are the super-hero-who-slain-Molag-Bal-and-stuff" to "here, die to some so lowly trash mobs that they don't even leave any loot".
2) Ok, let's get over with this. They say the first impression matters but let's move on. Craglorn is "end game", isn't it?
No, I am wrong. Place is choking full of very low VR people. They ALL and ONLY ask one of: "LFG anomaly run", "LFG 3 bosses run" and "LFG Hircine (exploit!) run".
How much can a zone game design fail more than this? It's terrible, it totally breaks immersion I had for weeks.
3) I find a couple of quests. I start looking for group to do them. Minutes go. 10 minutes go. 1 hour goes. After 1 hour - and this experience repeats every single day - I have found 1-2 members. When lucky, we usually get either the tank or the healer. After another hour that tank or healer gets bored and quits. Always.
4) Ok, after 8 hours of trying, I finally manage to slap a group together. Finally being a team player pays off!
Oh wait. Each of us is stuck at a different quest and at different step of the same quests. AND depending on step, some can't even go inside the required dungeons to help those stuck at a previous step. And - differently than before Craglorn - many quests are actually long quest lines. Miss a step or have someone in the group not "synchronized" and it's all back to zero.
This also applies to guilds, that is there's no "just find an endgame guild" fix to this. Either you join a Craglorn guild that ALSO helps each member at every step or you are out of luck, even in a proper guild. Needless to say that most Craglorn guilds are now only doing trials and won't really redo every quest just because "new dude Joe joined us 3 days ago".
This is possibly the worst implementation, the worst design I have seen in 16 years of playing MMOs.
First you demand teams and then teams with same progress AND if you aren't perfectly synchronized the hours you spent finding people are wasted? Are we crazy?
After days of torturing effort I managed to do *1* quest. ONE. Is this the "elder game" I expected to find, after having had so much fun and excitement levelling up? NOOOOOOOOOOOOO!
5) What did I get for all that torture and completing 5 hours worth of quest chain? Nothing worth keeping.
6) NOW I undestand why everybody only grinds bosses. It's boring as hell but hey, it's 37k or so a boss and the farmers learned the min max rotation so you do a boss every minute tops. And THEY get fast XP, ZERO repairs. I joined one of those "trains" made of 12 players in 30 seconds of waiting and we rolled over everything. I never died and got 3 epics. In 30 minutes. Compare with the 5 hours with a green or whatever as a prize...
7) Basically I was wrong. I posted the XP leechers were just that: going the path of least resistance to skip content and farm easy XP. Instead it's not just that. It's more involved: it's so tiresome and pointless to find a group for actually "played" levelling up that nobody cares.
It's very sad, because Craglorn is a nice place and the quests look cool. But they are made, designed wrong. They are a 18 wheeler truck with a citycar engine. It just does not work.
How should Craglorn be changed in my opinion
1) Create a "cushion landing zone" where a player fresh of the previous game levelling up scheme, won't suddenly be thrown against a concrete wall. That is, implement one first "quest hub" that starts soloable and ends requiring 2-3 people, possibly not a "classic holy trinity" forced team.
2) Make outdoor "pure grind" phases soloable or doable in a group of 2. This would greatly smooth out the hideous "I am at step 3, you at 5 me at 6".
3) Split the quest chains so none of them locks players into more than 3 different steps.
4) Make the zone less exploitable by XP grinders. Why do they get 3 close bosses with no NPC to kill in between so they can just perma-speed run? Why can they exploit Hircine dumb adds forever?
Same goes for Trials.
There's no graduality into it. People play full time in solo, then one day they are meant to get into a well coordinated group.
There should be at least one "introduction trial" to make people dip their feet in the shallow, beach water instead of slamming them straight into the ocean.
Not only.
Some classes / specs are not even accepted.
Not only, a new guy who enters Craglorn clearly lacks the trials. But here's the catch, in order to accept you in the group, you must link your achievement about having already completed that trial. That's quite a catch, isn't it?
But at least the last issue can be fixed by joining a good PvE guild enough, I hope they would teach the new members how to do trials without all those stops.
The other Craglorn issues? They are only mitigated by being in a good PvE guild, but the design flaws are all there to see.
I know we'll get "soloable new content" soon and I am glad about it.
However Craglorn (and maybe other expansions) has born as group content and many like me love group content... yet it discourages to group! And pushes only to farm.
Thanks and an achievement to the few who have made this far.
Player: LFG Anoms
Player: LFG Burials
Player: Any room in tower?
Player: There's a waiting list
Player: Looking for any grind
Player: LFM tower. Must know the fights and have TS3 and minimum 800 dps.
Player: <insert player name here> is leeching, don't let him into a group.
Hello,
I am posting this in hope it'll serve as feedback to ZoS.
It's an huge wall of text. I took a long time to write it down, the time it took to find 1 healer for my group.
After having had a lot of fun and engagement in levelling up by questing, I completed all the VR regions by level VR 11. I found the post-VR nerf content to be on the easy side, but hey, can't make everyone happy, can you?
Anyway I and I dare say a massive majority, get to Craglorn after having had a whole soloable experience, with a smidge of optional grouping (if you insist doing the 4 men instances).
I knew that Craglorn would mean: a 180° turn on gameplay and group required to do anything.
I was fine with that. I have always played in raiding guilds etc. etc. so playing in a team feels good.
But here comes my stupor: Craglorn game design is completely, utterly illogical.
1) First of all, the harsh, 180° change I mentioned above: in a game you ZoS slowly transformed into a "soloable experience", there's not a single quest to "prepare" the player to what awaits him.
I played the introduction quest, then got sent to click stuff in 3 places. I see *3* mobs. As "overpowered sorc" and being VR 11 I attacked them without even thinking. "Magically" another 4 mobs appeared. Each 3 times thougher than any mob met before entering Craglorn. I died very unceremoniously.
But it's not 140g repairs that hit me. It was how non-existing is the passage from "you are the super-hero-who-slain-Molag-Bal-and-stuff" to "here, die to some so lowly trash mobs that they don't even leave any loot".
2) Ok, let's get over with this. They say the first impression matters but let's move on. Craglorn is "end game", isn't it?
No, I am wrong. Place is choking full of very low VR people. They ALL and ONLY ask one of: "LFG anomaly run", "LFG 3 bosses run" and "LFG Hircine (exploit!) run".
How much can a zone game design fail more than this? It's terrible, it totally breaks immersion I had for weeks.
3) I find a couple of quests. I start looking for group to do them. Minutes go. 10 minutes go. 1 hour goes. After 1 hour - and this experience repeats every single day - I have found 1-2 members. When lucky, we usually get either the tank or the healer. After another hour that tank or healer gets bored and quits. Always.
4) Ok, after 8 hours of trying, I finally manage to slap a group together. Finally being a team player pays off!
Oh wait. Each of us is stuck at a different quest and at different step of the same quests. AND depending on step, some can't even go inside the required dungeons to help those stuck at a previous step. And - differently than before Craglorn - many quests are actually long quest lines. Miss a step or have someone in the group not "synchronized" and it's all back to zero.
This also applies to guilds, that is there's no "just find an endgame guild" fix to this. Either you join a Craglorn guild that ALSO helps each member at every step or you are out of luck, even in a proper guild. Needless to say that most Craglorn guilds are now only doing trials and won't really redo every quest just because "new dude Joe joined us 3 days ago".
This is possibly the worst implementation, the worst design I have seen in 16 years of playing MMOs.
First you demand teams and then teams with same progress AND if you aren't perfectly synchronized the hours you spent finding people are wasted? Are we crazy?
After days of torturing effort I managed to do *1* quest. ONE. Is this the "elder game" I expected to find, after having had so much fun and excitement levelling up? NOOOOOOOOOOOOO!
5) What did I get for all that torture and completing 5 hours worth of quest chain? Nothing worth keeping.
6) NOW I undestand why everybody only grinds bosses. It's boring as hell but hey, it's 37k or so a boss and the farmers learned the min max rotation so you do a boss every minute tops. And THEY get fast XP, ZERO repairs. I joined one of those "trains" made of 12 players in 30 seconds of waiting and we rolled over everything. I never died and got 3 epics. In 30 minutes. Compare with the 5 hours with a green or whatever as a prize...
7) Basically I was wrong. I posted the XP leechers were just that: going the path of least resistance to skip content and farm easy XP. Instead it's not just that. It's more involved: it's so tiresome and pointless to find a group for actually "played" levelling up that nobody cares.
It's very sad, because Craglorn is a nice place and the quests look cool. But they are made, designed wrong. They are a 18 wheeler truck with a citycar engine. It just does not work.
How should Craglorn be changed in my opinion
1) Create a "cushion landing zone" where a player fresh of the previous game levelling up scheme, won't suddenly be thrown against a concrete wall. That is, implement one first "quest hub" that starts soloable and ends requiring 2-3 people, possibly not a "classic holy trinity" forced team.
2) Make outdoor "pure grind" phases soloable or doable in a group of 2. This would greatly smooth out the hideous "I am at step 3, you at 5 me at 6".
3) Split the quest chains so none of them locks players into more than 3 different steps.
4) Make the zone less exploitable by XP grinders. Why do they get 3 close bosses with no NPC to kill in between so they can just perma-speed run? Why can they exploit Hircine dumb adds forever?
Same goes for Trials.
There's no graduality into it. People play full time in solo, then one day they are meant to get into a well coordinated group.
There should be at least one "introduction trial" to make people dip their feet in the shallow, beach water instead of slamming them straight into the ocean.
Not only.
Some classes / specs are not even accepted.
Not only, a new guy who enters Craglorn clearly lacks the trials. But here's the catch, in order to accept you in the group, you must link your achievement about having already completed that trial. That's quite a catch, isn't it?
But at least the last issue can be fixed by joining a good PvE guild enough, I hope they would teach the new members how to do trials without all those stops.
The other Craglorn issues? They are only mitigated by being in a good PvE guild, but the design flaws are all there to see.
I know we'll get "soloable new content" soon and I am glad about it.
However Craglorn (and maybe other expansions) has born as group content and many like me love group content... yet it discourages to group! And pushes only to farm.
Thanks and an achievement to the few who have made this far.
Downscaling is a PITA, you lose all the skills above that level and end up having to remember how to play without the skills you use all the time at the level you're currently at.In FF:ARR you could group with anyone, and if you were too high a level you were just scaled down to the appropriate max level for that quest/dungeon/boss.
So from level 1 to VR11 the OP didn't bother with any group content[15 Group Dungeons,15 Public Dungeons,6 Vet dungeons ] and did not try to find a good guild with which he could slowly work up to end game group content. He then went to Craglorn to do group content with pugs and expected that to work smoothly. He then came here to complain about other people playstyle.
Am I right?
Ok, let me make sure I understand. ZOS is redesigning the v1-10 experience so that it is easier to solo because the majority of players demanded it, and we are now upset that said experience does not prepare us for Craglorn group content? Mmmkay.
You crushed my hope. I had now leveled 15 days to Vet 11, started to complete the RIFT as last solo zone, and now you announce that the group quests are failing due to synch issues ?