Example: In Cyrodiil you get less AP for killing an enemy player that has already died from another player.
Merlin13KAGL wrote: »Example: In Cyrodiil you get less AP for killing an enemy player that has already died from another player.
@TRIP233 , less AP's for making the player more dead-er? Or more AP's from someone that has never yet suffered a player defeat?
Not really trying to be difficult, but also not quite following what you mean?
@Johnny_NO_skillz , Craglorn content is about as far from new player content as you can get. Are you concerned that new players coming in will not be able to complete (group finding, etc) once they get there?
They wont, the devs already said they want us to group and to have fun grouping. But they need to find a way to deal with this..
Johnny_NO_skillz wrote: »What people don't understand is no one want to "SOLO" craglorn!!!! But the alternative is wait a whole hour or so to look for a group of FOUR PEOPLE who might be on different quests to be able to play.
Johnny_NO_skillz wrote: »
On top of that how many groups of 4 are all willing to play for the same time, meet up again, and are all skillful enough to do it anyway.
What they could tweak is how grouping works, maybe make Trials more LFG friendly, ban addons that exclude weaker players ... but the content itself will never go away. Its a part of an MMO whether you like it or not, you know what you were getting into when you bought the game so its not fair to demand that group content doesn't exist anymore.
Guys.. this whole thread isn't about hating group content. It's about putting the Main Quest as solo while the rest of it is done in groups. For the Longevity of Craglorn. Think about it; In 6 months after new zones come out and a new player is finally ready to do Craglorn, how will he find a group when no one is in that zone just like how all the other vet zones are.
Solo the main quest, group us with the daily's and the trials. Not rocket science.