Maintenance for the week of February 23:
· [IN PROGRESS] NA megaservers for maintenance – February 23, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
· [IN PROGRESS] EU megaservers for maintenance – February 23, 9:00 UTC (4:00AM EST) - 17:00 UTC (12:00PM EST)
· [IN PROGRESS] ESO Store and Account System for maintenance – February 23, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)

I really hope this will be part of the upcoming grouping improvements

Rodario
Rodario
✭✭✭✭✭
The removal of forced grouping in Craglorn.

I'm not talking about the difficulty level, which encourages grouping, just those quest stages that force you to be a group of four people to advance (like doors that require four players to unlock).

Removing those elements will mean those who are able to do the quests in groups of three players, two, or even solo, will finally be allowed to do so without having to search endlessly for other players.

You're not even forced to be a four man group for group dungeons, so why for Craglorn quests?
Victoria Lux - Templar Tank
{EU/DC}
  • helediron
    helediron
    ✭✭✭✭✭
    Agree with this, but at the same time Craglorn is the only real group content. The trials and Arena are the pinnacles of the area and grouping IS the theme there.

    The real problem is that Craglorn has group content but group play doesn't work. 99% of players can't join your group or don't know it, even when they would want. We can do group quests only when we are at the exact same phase in the story. I know this isn't really true, but after having to abandon quests enough times, it became the truth: do not join unless at exactly right phase.

    Now Craglorn is a foggy memory. What was the story there? I remember lotsa hunting of invisible group members, popping quest markers behind and dialogs clickclickclick. One day i would like to do it again as a proper content. But i can't. Why?
    - Don't force the story. Let people to repeat any quest and reward them with XP, and then there are enough people to join.
    - Remove the obscurity in quest achievements. Just plainly show which quests are done and which are not, and then i know what quest to do.
    - Quests in achievements should show the place of quest start point on map.
    - Shoot the LFG with a shotgun and replace it with proper LFM tool, and then i know what groups are forming up.
    - Get rid of the single player game when in group. The leader's active quest is advanced for the whole group always. We all don't need to read the dialogues. When first opens the dialogue, the game can play it to others, and all move to next phase as a group. Phasing errors must be made impossible.
    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
  • Rodario
    Rodario
    ✭✭✭✭✭
    helediron wrote: »
    Agree with this, but at the same time Craglorn is the only real group content. The trials and Arena are the pinnacles of the area and grouping IS the theme there.

    The real problem is that Craglorn has group content but group play doesn't work. 99% of players can't join your group or don't know it, even when they would want. We can do group quests only when we are at the exact same phase in the story. I know this isn't really true, but after having to abandon quests enough times, it became the truth: do not join unless at exactly right phase.

    Now Craglorn is a foggy memory. What was the story there? I remember lotsa hunting of invisible group members, popping quest markers behind and dialogs clickclickclick. One day i would like to do it again as a proper content. But i can't. Why?
    - Don't force the story. Let people to repeat any quest and reward them with XP, and then there are enough people to join.
    - Remove the obscurity in quest achievements. Just plainly show which quests are done and which are not, and then i know what quest to do.
    - Quests in achievements should show the place of quest start point on map.
    - Shoot the LFG with a shotgun and replace it with proper LFM tool, and then i know what groups are forming up.
    - Get rid of the single player game when in group. The leader's active quest is advanced for the whole group always. We all don't need to read the dialogues. When first opens the dialogue, the game can play it to others, and all move to next phase as a group. Phasing errors must be made impossible.

    I agree with you, but have to restate that the overall difficulty of Craglorn means most players will still group to complete quests. Just those that don't need groups should not be forced to find three more people to advance.
    Victoria Lux - Templar Tank
    {EU/DC}
  • helediron
    helediron
    ✭✭✭✭✭
    Yes i know. I was happily soloing one quest (forgot name) until the door to last room, which would open only when three people stand on platforms. And in spellscar you can't collect all the elements yourself, and the missing guardian start on the lake. Pointless blocks.
    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
Sign In or Register to comment.