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stop making lower level delves bigger

grimsfield
grimsfield
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Does anyone know why this is development priority? As far as I know, no player wants these things to be bigger. The people I play with want to be able to complete these things quickly. They want to be able to go in there, grab the skyshard, kill the boss, get out. Making these delves bigger is just wasting development and player time.

Am I wrong about this?
  • Ragefist
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    Yes you are wrong. They expand them because of player feedback, and they did good job with it

    Believe it or not, there are fans who play this game as RPG, not as race to top level and whinge on forums about lack of content

    Its not a waste of players time, its the whole purpose of the game, to spend time your time playing it and have fun in the process. There is something fundamentally wrong with you if you cant grasp this concept
    Edited by Ragefist on December 6, 2014 3:06AM
  • ers101284b14_ESO
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    If they make lower levels delves bigger then it will be more pleasant for new players. New players (so long as they aren't jerks) are always a good thing.
  • Gyudan
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    Ragefist wrote: »
    Yes you are wrong. They expand them because of player feedback, and they did good job with it

    Believe it or not, there are fans who play this game as RPG, not as race to top level and whinge on forums about lack of content

    Its not a waste of players time, its the whole purpose of the game, to spend time your time playing it and have fun in the process. There is something fundamentally wrong with you if you cant grasp this concept

    While I agree with you, I would also like to see some progress on new content before redoing existing delves. I was looking forward to visiting the Imperial City in 2014. :\
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  • PBpsy
    PBpsy
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    No.
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  • driosketch
    driosketch
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    I can understand if leveling an alt, but is it really so hard to imagine other players actually like large and varied delves to explore? Not only are you wrong, but count me among those players who would like to see them do more of this, so you can't say you don't know any who want this any more.
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  • BBSooner
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    I like that they are bigger and unique. I hope all the lower level delves, as well as all future delves, become unique and large.
  • AlnilamE
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    I love the bigger delves. I wish they'd introduce multiple bosses like in the dungeons in Cyrodiil.
    The Moot Councillor
  • dharbert
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    A "lower level" delve to you is a veteran level delve to players in the other alliances.
  • Izzban
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    dharbert wrote: »
    A "lower level" delve to you is a veteran level delve to players in the other alliances.

    Which is, again, a delve that many players just want to get the skyshard and boss XP from as quickly as possible. Not a reason to make them larger and slower. I don't know why it would make any difference whether the delve were vet or not.

    ??
  • axiomaticb14a_ESO
    You're all missing the most important point OP brought up. Is it really worth the development time to rework early zone delves when so much VR content, end game, and PVP needs major development. I would say no, its not worth it. Its really not that much of a value add to the game, and it certainly isn't impactful enough to affect player retention.
  • Bouvin
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    Anyone remember the AD quest where you have to rescue 4 students by going into the spirit realm... and you have to avoid the ghosts along the way?

    Or the on where there are all the spike traps and you use the monkey to shut them off?

    If delves were like those... with multiple bosses and quest lines, they'd really be enjoyable. Toss a skyshard in there for icing on the cake

    But right now, I'm sorry to say they really are about just getting the skyshard and killing the boss. They really lack any substance, and making them larger just increases the number of mobs you have to kill before getting to the skyshard/boss...it doesn't really make them more fun or interesting.
    Edited by Bouvin on December 6, 2014 4:09AM
  • jeevin
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    Most of the reworking in the game now is making sure the console version doesn't get the negative feedback and reviews that the PC release copped. Reworking of these dungeons is a must IMO as the placeholder dungeons that were there for PC launch were dull and repetitive, seen one seen them all crap.
  • hammer_fella
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    dharbert wrote: »
    A "lower level" delve to you is a veteran level delve to players in the other alliances.
    Came to say this.

    I have noticed and enjoyed the new additions while leveling my alts, but the additional space was most apparent when I was farming Dwemer delves in Alik'r and Bangkorai (Cadwell's Gold in AD). It wasn't just a cosmetic improvement, it provided much needed room for the influx of players. Twice as much space = twice as many containers/mobs = double the chances for dwemer motifs/scraps. Keep in mind there are plans for other rare motifs to be found in much the same way.
    You're all missing the most important point OP brought up. Is it really worth the development time to rework early zone delves when so much VR content, end game, and PVP needs major development. I would say no, its not worth it. Its really not that much of a value add to the game, and it certainly isn't impactful enough to affect player retention.
    Do you really think the team reworking delves has anything to do with Cyrodiil? Maybe with respect to designing the Imperial City itself, but that's about it (and I really don't think level design is what is slowing that release down).
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  • Bloodfang
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    You're all missing the most important point OP brought up. Is it really worth the development time to rework early zone delves when so much VR content, end game, and PVP needs major development. I would say no, its not worth it. Its really not that much of a value add to the game, and it certainly isn't impactful enough to affect player retention.

    Correct me if I'm wrong, but revamping 3 delves per 1,5month is nothing. I'm sure they could do such a task daily if only that was their priority.

    Also I love the new delves they are amazing. And as other have said they are currently fixing the game to get the best reviews on consoles.
    Edited by Bloodfang on December 6, 2014 5:29AM
  • firstdecan
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    Izzban wrote: »
    dharbert wrote: »
    A "lower level" delve to you is a veteran level delve to players in the other alliances.

    Which is, again, a delve that many players just want to get the skyshard and boss XP from as quickly as possible. Not a reason to make them larger and slower. I don't know why it would make any difference whether the delve were vet or not.

    ??

    Those players should not be playing a PC game. Those players should download one of the mindless clickers on their phone. If all they want is a token reward for nominal effort, there are hundreds, if not thousands, of existing games to accommodate them on Android and iOS.

    If anything, they have still not made the delves interesting enough. It should be a struggle to get in, and a struggle to get out.
  • bedlom
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    I like that they go back and are making all delves bigger and better.
  • Curragraigue
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    The size and similarity of the delves was a common complaint not long after launch. Having done the original short delves and then the expanded delves on an alt toon I'm really glad they are expanding them. The expanded versions have been great and ZOS should be praised for taking the feedback and doing a great job running with it.

    I'm really surprised someone let alone more than one person is complaining about this. You get more mobs with more loot drops and you get more varied environments in the dungeons.
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  • Garetth
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    Making the delves bigger is a BS attempt at making the game better. It sucked before and still sucks. End of story!
  • kewl
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    I'm really surprised someone let alone more than one person is complaining about this.
    As am I.
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    ZOS has done a great job of making delves more unique and immersive.
  • zaria
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    You're all missing the most important point OP brought up. Is it really worth the development time to rework early zone delves when so much VR content, end game, and PVP needs major development. I would say no, its not worth it. Its really not that much of a value add to the game, and it certainly isn't impactful enough to affect player retention.
    its the higher level delves who get upgraded, going down towards the first ones.
    And as other says other factions get them in veteran level.

    As for developer time, the dungeons designers has nothing to do with lag or pvp balance, the are content designers who only design content, the other thing they could do would be to make group dungeons or new zones.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Rosveen
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    grimsfield wrote: »
    They want to be able to go in there, grab the skyshard, kill the boss, get out.
    I couldn't help feeling like this when I started playing, back when they were tiny: just one room and corridors leading in and out. But it is not what I wanted. Believe it or not, I don't come in there only for skyshards - I like experiencing the game's content, not just ticking off quests and filling up the achievement tab. I want delves to be fun and as unique as possible. Their rework gave me exactly that. I'm not rolling through them in two minutes anymore. It's a step in the right direction.
  • Oolou
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    Well, now you know there are players who do enjoy the extended delves. I'm hoping that more are extended too. I'm levelling an alt and liking the changes.

    But then, I'm the sort of player who enjoys the ride, rather than focus on the distant end goal. So, yeah, I can appreciate why it frustrates the OP due to different playing styles.
  • Winnower
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    Making a tunnel longer and putting 8 times more mobs in the tunnel doesn't make the delve more interesting in and of itself.

    If the CONTENT in the larger delve had anything interesting or worth exploring then I'd be all for this. But killing more mobs that are exactly the same in a totally linear context with nothing else there is just boring.

    There are no notes or other things to read, no mobs to talk to, no chests or additional searchable content. There are no additional or interesting drops - most of these mobs don't even drop items - just a modicum of money.

    There is no *real* exploring. If there were side passages with interesting sights, convoluted mazes - gods if there was ANYTHING, any REASON to make them larger I'd be thrilled. Alas there is not.

    I've been through all of DC and most of AD (veteran silver) since 1.5. The larger delves are just larger with vast areas of nothing. Nothing is more interesting or worth exploring or good for RPGers.

    Time alone is insufficient. Having a conversation drag on for 5 minutes instead of 1 minute when there is nothing new said doesn't make the conversation better.

    Thoughtless content won't cut it, sorry.

    I've been an serious RPer since 1974, and I was on the RP server on EQ1 for 6 years - I love neat stuff to look at, do, interact with, and I have spent hours examining architecture or particularly neat scenes in more than just this game.

    None of the new delve stuff has been worth doing so far.
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  • eliisra
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    Aren't delves suppose to scale to player level eventually? So you can go back and do them any time. Or maybe I dreamt about reading that :blush:

    Anyway, I don't think adding extra rooms, hallways and a few more packs of mobs in a delve, is taking up any precious developer resources. I dont think it's taking time and money away from creating new landmasses, fixing PvP performance or launching exceptional story-lines. One less accomplished junior staff can probably do it in a week.

    Champions system, class overhaul and stuff like that is what's making the ZoS staff busy.

    Improved delves, that also scaled, could actually be a good thing. Imagine if the loot was decent. If there was daily quests (similar to Undaunted) to slay a boss in there. I personally feel they could do a lot of stuff with delves for solo and duo players, to make them more worthwhile. Making them bigger, is a step in the right direction.
  • hutchinsonhatch
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    grimsfield wrote: »
    Does anyone know why this is development priority? As far as I know, no player wants these things to be bigger. The people I play with want to be able to complete these things quickly. They want to be able to go in there, grab the skyshard, kill the boss, get out. Making these delves bigger is just wasting development and player time.

    Am I wrong about this?

    Well, I suppose, yes. It's a bit of a pity that only later in the game they are bigger and have more twists and turns.
    Stop demanding the game to be like assembly-line work, as far as I know no player wants it to be like that... ;)
    Edited by hutchinsonhatch on December 6, 2014 12:44PM
  • Selique
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    Ragefist wrote: »
    Yes you are wrong. They expand them because of player feedback, and they did good job with it

    Believe it or not, there are fans who play this game as RPG, not as race to top level and whinge on forums about lack of content

    Its not a waste of players time, its the whole purpose of the game, to spend time your time playing it and have fun in the process. There is something fundamentally wrong with you if you cant grasp this concept

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  • Valencer
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    The delves are much more unique now. I've come across various delves where, for instance, the delve was split into 2 warring factions. Off the top of my head, there's one in The Rift where bandits are holding out in a small enclave, surrounded by ice wraiths and a wispmother leading them.

    Exploring them is also much more fun. Some of the delves have very nice environmental details. Here's a dwemer delve in Bangkorai (iirc):
    http://cloud-4.steampowered.com/ugc/28473805976095538/03F4E2F95F08F2674CAF18B12698830E5BB1CB8C/

    And here's an icy cave delve in The Rift:
    http://cloud-4.steampowered.com/ugc/27345357509854172/6872FCCEE0A008F88CF7007BBFF9D9EC642FA2BD/

    And the new delves are in fact much less linear. None of the new delves are just a matter of "single path to the boss and then back out again".

    I for one think the new delves are a fantastic and much needed addition.
    Edited by Valencer on December 6, 2014 1:11PM
  • hammer_fella
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    Winnower wrote: »
    Making a tunnel longer and putting 8 times more mobs in the tunnel doesn't make the delve more interesting in and of itself.

    If the CONTENT in the larger delve had anything interesting or worth exploring then I'd be all for this. But killing more mobs that are exactly the same in a totally linear context with nothing else there is just boring.

    There are no notes or other things to read, no mobs to talk to, no chests or additional searchable content. There are no additional or interesting drops - most of these mobs don't even drop items - just a modicum of money.

    There is no *real* exploring. If there were side passages with interesting sights, convoluted mazes - gods if there was ANYTHING, any REASON to make them larger I'd be thrilled. Alas there is not.

    I've been through all of DC and most of AD (veteran silver) since 1.5. The larger delves are just larger with vast areas of nothing. Nothing is more interesting or worth exploring or good for RPGers.

    Time alone is insufficient. Having a conversation drag on for 5 minutes instead of 1 minute when there is nothing new said doesn't make the conversation better.

    Thoughtless content won't cut it, sorry.

    I've been an serious RPer since 1974, and I was on the RP server on EQ1 for 6 years - I love neat stuff to look at, do, interact with, and I have spent hours examining architecture or particularly neat scenes in more than just this game.

    None of the new delve stuff has been worth doing so far.
    I agree, which is why your post only needed to be one sentence long.

    You just can't please some people. One person wants to walk in the door of a delve, immediately confront the boss, get the skyshard, then turn around 180 degrees to face the door he entered through and promptly leave.

    The other one wants to spend 5 hours deciphering coded messages on cave walls in order to find a secret map to a buried treasure that contains a rubik's cube which, once unlocked, reveals a hidden passageway to a door that requires the password you found on a faded note guarded by the Udyrfrykte Matron in the labyrinths of a completely different delve. Oh, and then you get a gold item at the end, of course.
    Edited by hammer_fella on December 6, 2014 1:37PM
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  • TequilaFire
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    I also enjoy the expanded delves and it was an easy way to give players more of
    what they were requesting.
    Doesn't take that much longer to get the skyshard and defeat the boss for the achievement.
  • Elsonso
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    Winnower wrote: »
    Making a tunnel longer and putting 8 times more mobs in the tunnel doesn't make the delve more interesting in and of itself.

    If the CONTENT in the larger delve had anything interesting or worth exploring then I'd be all for this. But killing more mobs that are exactly the same in a totally linear context with nothing else there is just boring.

    There are no notes or other things to read, no mobs to talk to, no chests or additional searchable content. There are no additional or interesting drops - most of these mobs don't even drop items - just a modicum of money.

    There is no *real* exploring. If there were side passages with interesting sights, convoluted mazes - gods if there was ANYTHING, any REASON to make them larger I'd be thrilled. Alas there is not.

    I've been through all of DC and most of AD (veteran silver) since 1.5. The larger delves are just larger with vast areas of nothing. Nothing is more interesting or worth exploring or good for RPGers.

    Time alone is insufficient. Having a conversation drag on for 5 minutes instead of 1 minute when there is nothing new said doesn't make the conversation better.

    Thoughtless content won't cut it, sorry.

    I've been an serious RPer since 1974, and I was on the RP server on EQ1 for 6 years - I love neat stuff to look at, do, interact with, and I have spent hours examining architecture or particularly neat scenes in more than just this game.

    None of the new delve stuff has been worth doing so far.

    I agree with this to a point. Making them larger, and with multiple paths through from start to end, makes them more interesting but it does not really add any new content to the exercise.

    However, making them larger does make the two goals of the delve more involved and less like a side-trip. This is a very important thing and makes the effort worth doing.

    We have to remember that these are delves and they fit into a specific place in the game. These are the least significant dungeon-like activity in the game. They should not be reworked to the point where they are dungeons that have multiple bosses.

    My first suggestion for making delves more interesting is an expansion of the chests that they put into them. I would like to see random locked chests, in random locations, with only one appearing at a time, that contain significantly better loot than the comparable Simple/Intermediate/etc chests sitting out in the open. Worthy repeatable chests in uncertain locations. My perception of the chests in delves today is that the content is more of the same mediocre stuff.

    Do more to break up the predictable placement and configuration of the humanoid mobs. The solo guy, the union workers (only is one working), the group around the watercooler (chatting), and the group with the wandering member are all pretty much standard. They are all placed just out of detection range for each other making each group largely oblivious to what is happening just down the tunnel, no matter how much noise is being made. Seriously, I can tell when other players are around but out of sight, which makes the mobs feel like precisely positioned cardboard cutouts.

    Edit: Just remembered what Jason Barnes said during ESO Live about finding new ways to kill players when doing Dragonstar Arena. I want someone back there behind the curtain trying to kill me when I am alone in these places. Err.... Not really dedicated about it, but at least interested. :smile:
    Edited by Elsonso on December 6, 2014 3:00PM
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