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Suggestion for game content

Rune_Relic
Rune_Relic
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Problems.
1. Solo want access to group content and don't see why they should be denied content they paid for.
2. Group MMO players are annoyed because hardcore group content is dummed down for solo use.
3. On the fly group option doesn't really provide suitable people for the dungeon. Many jump ship, some get kicked, some just aren't skilled enough. if you can get enough people together.
4. Public dungeons and world bosses work well where people team up together anyway.
5. Group or solo people want there own dungeon that isn't public as their kills get nurfed by a public zerg.
6. solos want solo dungeons as having to work in groups is painful if you aint with friends or guildies.
7. The content locusts want ever more stuff to feed their end content habit.
8. The trials lot want to run content again and want repeatability.
9. The non grind lot are distraught at the thought of having to grind to be on par with gear escalation.
and so on and so forth....

I know most of you liked the sound of the arena. The enemies get harder and harder for each level.
I know many of you are looking for repeatability and a reason to do content over and over.
I know many don't want to be left behind with gear grinding for PVP.
So here is my solution....

There will be no more delves, public dungeons or private dungeons.
They will be replaced with a tiered multilevel dungeon with a twist.
Each dungeon will have 13 levels.
Level 1, will be public access with 1 shard and the open world difficulty it is now as part of the main quest (public dungeon).
Level 2, will be solo access with 1 shard reward at difficulty suitable for most solo players scaled to level. This will be side quest instance.
Level 3, will be Duo access with 1 shard reward requiring more skill but suitable for two players. This will be another side quest instance with different characters/assets and story in the same environment.
.....level 4~12 progressively harder and for bigger groups of 4 through 12.
Level 13, will be 12 player groups access only, with a one shard reward. Based once again on a separate side quest in the same location. This will be the toughest level of all and only the most devastating masters of combat will succeed. Teamwork skill will be tested to the absolute limit.. so you better have had lots of practice at the lower levels.

So that's my idea.
1. Its like an arena, but gets progressively harder the more players you have in the group.
2. Only by passing all 13 levels will you collect all the shards.
3. Content delivery is much faster as the dungeon already exists.
4. Hardcore players get real hardcore content.
5. Solo players get to experience group dungeons alone.
6. Everyone in open world gets to explore the group content environment.
7. Those who like to do time trials get a repeatable area they don't get bored with as there are 13 variations.
8. Appropriate achievement updates should be noted.
9. The greater your team play, the harder the dungeon you can take on.

I figure this will offer enough to keep everyone happy.. but I could be wrong :)
What do you think ?
Anything that can be exploited will be exploited
  • Rune_Relic
    Rune_Relic
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    Oh... I would expect 100s of these 13 level dungeons eventually ;)
    Anything that can be exploited will be exploited
  • AlexDougherty
    AlexDougherty
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    By "2. Only by passing all 13 levels will you collect all the shards." do you mean skyshards, because I don't want to have to do an Arena to collect Skill points.

    I would compete in an arena, but for fun not skyshards, rewards should be along the lines of gear of randomly selected motifs.
    Edited by AlexDougherty on August 2, 2014 8:34PM
    People believe what they either want to be true or what they are afraid is true!
    Wizard's first rule
    Passion rules reason
    Wizard's third rule
    Mind what people Do, not what they say, for actions betray a lie.
    Wizard's fifth rule
    Willfully turning aside from the truth is treason to one's self
    Wizard's tenth rule
  • Rune_Relic
    Rune_Relic
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    Yes I did indeed mean skyshards.
    The problem with gear is its a treadmill many people don't want to climb onto.
    Its like an arms war that only the best or most time devoted win.
    This carries over into PVP where guess who stomps everyone.

    Many of the players don't care for that anymore. They have been there seen it done it and are sick of it. So with that in mind I was thinking what else is there that can give you more ability without really getting OP rewards. The only thing that comes to mind is skyshards for skills. Its meaningful and highly beneficial. Especially as more and more skill lines become available.

    Perhaps you can sacrifice those 13 shards for something at the end though....if you haven't used them ? You could in fact make a rather dramatic ending from it.
    Edited by Rune_Relic on August 2, 2014 8:48PM
    Anything that can be exploited will be exploited
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    By "2. Only by passing all 13 levels will you collect all the shards." do you mean skyshards, because I don't want to have to do an Arena to collect Skill points.

    I would compete in an arena, but for fun not skyshards, rewards should be along the lines of gear of randomly selected motifs.

    To answer your question though you can still get 2 shards playing solo. Nothing wrong with a valuable gear drop of course....just not an OP one.
    Edited by Rune_Relic on August 2, 2014 8:57PM
    Anything that can be exploited will be exploited
  • Soloeus
    Soloeus
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    Rune_Relic wrote: »
    Problems.
    1. Solo want access to group content and don't see why they should be denied content they paid for.
    2. Group MMO players are annoyed because hardcore group content is dummed down for solo use.
    3. On the fly group option doesn't really provide suitable people for the dungeon. Many jump ship, some get kicked, some just aren't skilled enough. if you can get enough people together.
    4. Public dungeons and world bosses work well where people team up together anyway.
    5. Group or solo people want there own dungeon that isn't public as their kills get nurfed by a public zerg.
    6. solos want solo dungeons as having to work in groups is painful if you aint with friends or guildies.
    7. The content locusts want ever more stuff to feed their end content habit.
    8. The trials lot want to run content again and want repeatability.
    9. The non grind lot are distraught at the thought of having to grind to be on par with gear escalation.
    and so on and so forth....

    I know most of you liked the sound of the arena. The enemies get harder and harder for each level.
    I know many of you are looking for repeatability and a reason to do content over and over.
    I know many don't want to be left behind with gear grinding for PVP.
    So here is my solution....

    There will be no more delves, public dungeons or private dungeons.
    They will be replaced with a tiered multilevel dungeon with a twist.
    Each dungeon will have 13 levels.
    Level 1, will be public access with 1 shard and the open world difficulty it is now as part of the main quest (public dungeon).
    Level 2, will be solo access with 1 shard reward at difficulty suitable for most solo players scaled to level. This will be side quest instance.
    Level 3, will be Duo access with 1 shard reward requiring more skill but suitable for two players. This will be another side quest instance with different characters/assets and story in the same environment.
    .....level 4~12 progressively harder and for bigger groups of 4 through 12.
    Level 13, will be 12 player groups access only, with a one shard reward. Based once again on a separate side quest in the same location. This will be the toughest level of all and only the most devastating masters of combat will succeed. Teamwork skill will be tested to the absolute limit.. so you better have had lots of practice at the lower levels.

    So that's my idea.
    1. Its like an arena, but gets progressively harder the more players you have in the group.
    2. Only by passing all 13 levels will you collect all the shards.
    3. Content delivery is much faster as the dungeon already exists.
    4. Hardcore players get real hardcore content.
    5. Solo players get to experience group dungeons alone.
    6. Everyone in open world gets to explore the group content environment.
    7. Those who like to do time trials get a repeatable area they don't get bored with as there are 13 variations.
    8. Appropriate achievement updates should be noted.
    9. The greater your team play, the harder the dungeon you can take on.

    I figure this will offer enough to keep everyone happy.. but I could be wrong :)
    What do you think ?

    No.

    1. I don't want to only have access to 2 levels of said dungeon unless I am able to get a friend.

    2. I don't want to only access a couple of levels before I am forced into 4-man and big grouping to advance.

    This is really the sum of what we have right now, so your proposition is really just a reiteration of what we already have.

    Edit:

    LOL for dislike.
    Edited by Soloeus on August 2, 2014 11:57PM

    Within; Without.
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    Soloeus wrote: »
    Rune_Relic wrote: »
    Problems.
    1. Solo want access to group content and don't see why they should be denied content they paid for.
    2. Group MMO players are annoyed because hardcore group content is dummed down for solo use.
    3. On the fly group option doesn't really provide suitable people for the dungeon. Many jump ship, some get kicked, some just aren't skilled enough. if you can get enough people together.
    4. Public dungeons and world bosses work well where people team up together anyway.
    5. Group or solo people want there own dungeon that isn't public as their kills get nurfed by a public zerg.
    6. solos want solo dungeons as having to work in groups is painful if you aint with friends or guildies.
    7. The content locusts want ever more stuff to feed their end content habit.
    8. The trials lot want to run content again and want repeatability.
    9. The non grind lot are distraught at the thought of having to grind to be on par with gear escalation.
    and so on and so forth....

    I know most of you liked the sound of the arena. The enemies get harder and harder for each level.
    I know many of you are looking for repeatability and a reason to do content over and over.
    I know many don't want to be left behind with gear grinding for PVP.
    So here is my solution....

    There will be no more delves, public dungeons or private dungeons.
    They will be replaced with a tiered multilevel dungeon with a twist.
    Each dungeon will have 13 levels.
    Level 1, will be public access with 1 shard and the open world difficulty it is now as part of the main quest (public dungeon).
    Level 2, will be solo access with 1 shard reward at difficulty suitable for most solo players scaled to level. This will be side quest instance.
    Level 3, will be Duo access with 1 shard reward requiring more skill but suitable for two players. This will be another side quest instance with different characters/assets and story in the same environment.
    .....level 4~12 progressively harder and for bigger groups of 4 through 12.
    Level 13, will be 12 player groups access only, with a one shard reward. Based once again on a separate side quest in the same location. This will be the toughest level of all and only the most devastating masters of combat will succeed. Teamwork skill will be tested to the absolute limit.. so you better have had lots of practice at the lower levels.

    So that's my idea.
    1. Its like an arena, but gets progressively harder the more players you have in the group.
    2. Only by passing all 13 levels will you collect all the shards.
    3. Content delivery is much faster as the dungeon already exists.
    4. Hardcore players get real hardcore content.
    5. Solo players get to experience group dungeons alone.
    6. Everyone in open world gets to explore the group content environment.
    7. Those who like to do time trials get a repeatable area they don't get bored with as there are 13 variations.
    8. Appropriate achievement updates should be noted.
    9. The greater your team play, the harder the dungeon you can take on.

    I figure this will offer enough to keep everyone happy.. but I could be wrong :)
    What do you think ?

    No.

    1. I don't want to only have access to 2 levels of said dungeon unless I am able to get a friend.

    2. I don't want to only access a couple of levels before I am forced into 4-man and big grouping to advance.

    This is really the sum of what we have right now, so your proposition is really just a reiteration of what we already have.

    Edit:

    LOL for dislike.

    So what do you want then ..the same dungeon scaled to the number of players ? Explanation of what you want rather than not want would be appreciated.
    Edited by Rune_Relic on August 17, 2014 9:09PM
    Anything that can be exploited will be exploited
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