We recognize that there are grinding spots in the game, and we don't have a problem with those who choose to grind to level up. That said, there have been areas that offer significantly more experience than was worth through weak mob kills and exploits, to the extent that other leveling strategies become moot. We just want to ensure that each leveling strategy remains as valid as the other. In order to continue making improvements to our game, it's important that we get the details from you regarding why you like or dislike something so do not hesitate to provide us with constructive feedback!
We recognize that there are grinding spots in the game, and we don't have a problem with those who choose to grind to level up. That said, there have been areas that offer significantly more experience than was worth through weak mob kills and exploits, to the extent that other leveling strategies become moot. We just want to ensure that each leveling strategy remains as valid as the other. In order to continue making improvements to our game, it's important that we get the details from you regarding why you like or dislike something so do not hesitate to provide us with constructive feedback!
@ZOS_ArtG here's my constructive feedback (keeping in mind that I totally agree about the Fungal Grotto exploit and nerf), quoted from another thread some time ago:We recognize that there are grinding spots in the game, and we don't have a problem with those who choose to grind to level up. That said, there have been areas that offer significantly more experience than was worth through weak mob kills and exploits, to the extent that other leveling strategies become moot. We just want to ensure that each leveling strategy remains as valid as the other. In order to continue making improvements to our game, it's important that we get the details from you regarding why you like or dislike something so do not hesitate to provide us with constructive feedback!
I've posted about this in various threads about various related topics, but I thought I'd start a new thread to make it easy to find, and where we can hopefully consolidate our ideas about XP progression across different playstyles.
First off: ESO is supposed to be "play how you like." I know that gets trotted out all the time, taken way out of context, and applied to all kinds of ridiculous things. Still, I think it's relevant here. As far as I'm concerned, there are several broad categories of ESO players (with overlap between them), and I feel like each of these categories should be able to play their preferred way of playing without feeling like they are cheating themselves out of XP and progression. I think this is particularly important with the introduction of CPs.
Second, I don't think that the XP earned through all of these playstyles has to be completely even - that would be pretty much impossible to achieve, and there's nothing wrong with one playstyle earning somewhat more than another. They should all be comparable though. If you spend an hour doing X you shouldn't receive double or triple the XP that you would if you spent that hour doing Y, but it's OK if you still earn more.
So here are the broad categories of ESO players that I see (keeping in mind that there is overlap between them):
PvE: these players primarily play PvE, either solo or in groups. Most of their game time is spent questing, exploring, doing delves.
PvP: these players primarily play PvP, either solo or in groups.
Grinders: these players level up by grinding mobs, either solo or in groups. This is usually an intermediate stage, as they're probably just doing it to level up in order to be more powerful for another activity, but some people are actually just doing this because they enjoy grinding.
Raiders: these players primarily run group dungeons and trials.
If I've missed any categories, hopefully someone will point out what I've missed. Well, I know I've missed RPers, but I don't really see how you could have a system for gaining XP through RPing... If I'm wrong about that, feel free to point it out.
Currently it seems like, of those categories, the only ones that are really viable for gaining XP are PvE questing and grinding, with grinding spots frequently being nerfed. To my mind this is a problem. It's not really a problem for me personally as a player, because PvE questing is what I enjoy spending most of my time doing, but I still consider it a problem, because not every player feels that way, and if we make the other playstyles much less efficient ways of progressing in XP and CPs, then we're going to be driving away large segments of the player base who feel like they have to engage in activities that they don't really like in order to stay competitive.
So what's the solution? I don't think there is a single solution, but here are some suggestions.
Grind spots: Grinders gonna grind. ZOS seems to constantly nerf various grind spots. In cases where there were actual exploits involved, or where XP gains were vastly higher than they should be, there's nothing wrong with this. What is a problem is when places are getting nerfed across the board. Why should all of Craglorn be nerfed? Why should all mobs in delves be nerfed? Many PvE questers complain about grinders ruining their immersion and killing all the mobs in an area where they're trying to complete a quest, or a delve, or an achievement. I agree that this can be a problem, but the solution isn't to nerf the mob XP or spawn rate in those areas. The solution is to create a few designated grind spots (I think 2 per full zone) with good mob density and respawn rates. These grind spots would have no quests associated with them, and no achievements. There might be a note somewhere or something else that explains why those mobs are infesting the area, but otherwise there would be no story or anything in the area. This way grinders have a spot where they can go grind effectively without interfering with PvE questers. Anybody who isn't interested in grinding really has reason to go to these spots. It's win-win.
PvE Questing: when grind spots are added as in the suggestion given above, just un-nerf mob XP in delves and other places where they've been nerfed. I don't see that anything else needs to be done for this playstyle.
Raid XP on a sliding scale: OK, someone who knows more about the habits of raiders would have to add more detail to this idea, but I think everyone can agree that the XP rewards for the group dungeons and trials are currently way too low to make raiding a viable method of gaining XP and CPs. I can understand why ZOS doesn't want people gaining massive XP just running the same dungeon over and over, because at the same time they're grinding out top quality endgame gear. What if XP for group dungeons and trials was increased significantly for the first time you complete a given dungeon/trial, and then proportionally reduced each subsequent time you complete it within a certain time period? So (and these numbers may be way off from what would make sense - I'm just throwing something out there for illustration) maybe the first time you complete Dungeon A you get double the XP you currently get. The next time you get 1.5X what you currently get, then the next time the same as what you currently get, then 0.75X what you currently get, then 0.5X what you currently get, and so on. Every 24 hours you go back up one category. If you want to maximize your XP, you cycle through all of the dungeons before doing any of them a second time within a 24 hour period.
PvP: I don't know, PvP XP somehow needs to be increased, but as I really don't PvP I don't have any suggestions on how to do it without introducing exploits. Hopefully someone else can chime in on this.
Thoughts, criticisms, other suggestions?
It could be a 4-person group quest given by the fighter's guild as an extermination mission they've been contracted to do. You grab the quest, go through the portal that they open for you, and slaughter everything in the instance (no respawning mobs - just a lot of them with good density, and it's scaled like group dungeons are). You exit the portal, and if all mobs are killed (there would be a kill counter for the quest that tells you when they are all dead) you turn the quest in to your fighter's guild contact and get your quest reward (probably just the standard quest gold & XP for your level).
There could be a bunch of different ones each dealing with different mob types, and it's random which one the fighter's guild gives out on any given day. One might be clearing out an infestation of undead from a large graveyard. One might be exterminating a goblin tribe that has taken over a valley. One might be wiping out a group of pirates who are based out of an island.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Yeah, because I'm sure they didn't know about this exploit (not a grind, an exploit) before anyone posted it on the forums... I'm sure they looked at all of these groups of people constantly in Fungal Grotto, and at all the people spamming /zone looking for level 49s to do Fungal Grotto with and just said "nothing to see here".Teargrants wrote: »Guys let this be a lesson to you, this is what happens when you post details of your grind spots on the forums and make it public knowledge.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
ZOS_GinaBruno wrote: »To be clear, the hotfix performed today in Fungal Grotto was to fix an exploit, not a regular grind spot. There were players using this exploit to level way faster than intended, and it needed to be addressed.
ZOS_GinaBruno wrote: »To be clear, the hotfix performed today in Fungal Grotto was to fix an exploit, not a regular grind spot. There were players using this exploit to level way faster than intended, and it needed to be addressed.
@ZOS_GinaBruno, are the people using these exploits actually getting their levels dropped down, or just a "slap on the wrist" if that? I cannot think of a better way to reprimand someone using an exploit than to remove all the experience/items they received from it. These people should be easily identifiable. People like this will continue to find and take advantage of exploit after exploit if there are NO REAL CONSEQUENCES FOR THEIR ACTIONS......
ZOS_GinaBruno wrote: »To be clear, the hotfix performed today in Fungal Grotto was to fix an exploit, not a regular grind spot. There were players using this exploit to level way faster than intended, and it needed to be addressed.
Oh, come on Gina... Even you don't believe that >.>
Seriously, ZOS has been nerfing every single grind spot that gets known thinking that will force players to play more and stay longer in the game. It will have the oposite effect. I never log on my alts because it is just too freaking boring to level them up... I logged on for hours once I learned about the FG grind... Now those characters will once again be relegate to bag carriers. Great...
She just stated they acknowledge mob grinding spots. When you look at the spots now it is all competitive and can be contested. but by those standards, Spellscar shouldnt of been nerfed.
And yet it was nerfed to the ground.
Now, I understand nerfing spots used to grind champion points, but leveling grind spots >.> Come on, many of us have already gone through all the story line at least once, we just don't want to be forced to do it over again to play another role.
ZOS_GinaBruno wrote: »To be clear, the hotfix performed today in Fungal Grotto was to fix an exploit, not a regular grind spot. There were players using this exploit to level way faster than intended, and it needed to be addressed.
ZOS_GinaBruno wrote: »To be clear, the hotfix performed today in Fungal Grotto was to fix an exploit, not a regular grind spot. There were players using this exploit to level way faster than intended, and it needed to be addressed.
@ZOS_GinaBruno, are the people using these exploits actually getting their levels dropped down, or just a "slap on the wrist" if that? I cannot think of a better way to reprimand someone using an exploit than to remove all the experience/items they received from it. These people should be easily identifiable. People like this will continue to find and take advantage of exploit after exploit if there are NO REAL CONSEQUENCES FOR THEIR ACTIONS......
Honestly, it's easy to know who was just hitting those spots by dumb luck, and who was exploiting. Look at how many times they did that grind. If it's more than a reasonable number (maybe half a dozen times total over a period of a week, or more than 2 or 3 times in a single day) then they were obviously intentionally exploiting it.Emma_Eunjung wrote: »ZOS_GinaBruno wrote: »To be clear, the hotfix performed today in Fungal Grotto was to fix an exploit, not a regular grind spot. There were players using this exploit to level way faster than intended, and it needed to be addressed.
@ZOS_GinaBruno, are the people using these exploits actually getting their levels dropped down, or just a "slap on the wrist" if that? I cannot think of a better way to reprimand someone using an exploit than to remove all the experience/items they received from it. These people should be easily identifiable. People like this will continue to find and take advantage of exploit after exploit if there are NO REAL CONSEQUENCES FOR THEIR ACTIONS......
#1) How do YOU know which people were grinding those spots by dumb luck and which ones were hardcore "exploiters" or whatever? How could anyone, including ZoS, prove any such thing?
#2) These so-called exploiters have ALREADY been punished by the fact that their grind spot got shut down. Anything else is just overkill.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Say, that's a good idea. I'm not sure exactly how the logistics of it would work, but it's definitely worth exploring as the CP gap between those with the most and those without any increases.Psychobunni wrote: »And think about CP brackets for PVP, because if this game lasts say 5 years....a new player isn't going to even bother if they a stuck with people no matter how well they play, they are just fodder. Much like a lvl 30 heads to non vet instead of vet camps.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
We recognize that there are grinding spots in the game, and we don't have a problem with those who choose to grind to level up. That said, there have been areas that offer significantly more experience than was worth through weak mob kills and exploits, to the extent that other leveling strategies become moot. We just want to ensure that each leveling strategy remains as valid as the other. In order to continue making improvements to our game, it's important that we get the details from you regarding why you like or dislike something so do not hesitate to provide us with constructive feedback!
NickolaiAlaric wrote: »If you want to make your game a chore by eliminating different play options for two different communities(those who enjoy slow and those who enjoy fast leveling)...
Father wrote:I speak for myself..all I want is to get to ENDGAME faster so I can enjoy all the cool hardcore stuff and pvp with full potential with my guildmates with a new class and a suitable race and a v14 gear.
The one thing I don't like about leveling in this game: Grinding is (at least) four times faster than normal gameplay.
I don't care if they nerf or buff grind spots, I just want the normal gameplay to be at least in the same pace as grinding. THEN you can really choose what you want to do.
Before someone rages, I also don't like the time needed to get to level cap from questing, too much.
Samuel_Bantien wrote: »Giles.floydub17_ESO wrote: »zeitzbachrwb17_ESO wrote: »It does need to be nerfed. It was stupid and removed the choice to run any other dungeon.
Tempest island is still great for exp and so is Arx Cortinumblah in Shadow Fen.
And FG is still a viable grinding spot if you just clear the first two wave, switch to tempest and clear the beach of the Lamia (you don't need friend for that if you're a templar or range attacking) then go back to FG that is reseted.
You're wrong. Nothing in this game gives good XP. Working as intended. Buy some XP potions, ™Soon.
Why do you think Blizzard put heirlooms in the game? People that love alts also hate the grind. And this game is one major grind. Instead of doing something similar, Zo$ goes for the cash grab option, reduce XP then introduce XP potions in the CS.
This is Zo$ only thinking of themselves. Blizzard thinks about themselves, BUT also thinks about the players. Greed is disgusting!
Of course we want leveling the 5th character is more arduous than the first. That's the reason xp pots will be added.
However, the fact is that leveling a character is easier now than the first couple months the game came out. Hands down faster and easier. I find it humorous people complaining about it. My guess is they didn't level up a character to end game before th first leveling nerf.
It's also easier to level now that before 1.6, significantly easier. XP pots juts add to that. Zo$, lol
WTB Forced player content to destroy this game like veteran ranks already have. I'm working on my SIXTH character in which I intend to get to Veteran Rank 14. The only reason this game feels easier is because we have come to understand how to play. Going on today, grinding is less effective than it was before 1.6 due to the standardized ultimate generation. In 1.5, players had all the necessary tools to get to "endgame" as fast as they could. No Ultimate Generation cap, Veteran Rank mobs were nerfed in an earlier patch, and it only took around 7 hours to hit level 50 if you had the mind to do it. It would only take an hour to hit the next Veteran Rank, but now in 1.6 with the standardized ultimate regeneration, this has taken essentially 3 times longer, maybe even longer because I have not started yet, but with the feedback given from multiple threads, leveling/questing the normal way is a nightmare.
Players who have come back are quitting again because of how "grindy" veteran ranks feel. You need 1 million exp to level up per Veteran Rank. There is 0 content from Veteran Rank 10 - 14, and most players will not take a Veteran Rank 10 to dungeons, so now players are forced to grind even further in Cyrodiil. If players felt like questing the same quests on their alts, they're much better off going back to play Skyrim or Oblivion.
Instead of adding a max rank option, they're adding a 50% experience increase potion that allows people to get to 1-50 easier, BUT WHAT ABOUT THE OTHER 13 LEVELS?! We are still forced to play they want us to play. There is no replay value, they should not have added classes to force players to replay the 63 levels just to enjoy the game. The most fun out of most MMORPGs is ENDGAME, not grinding or questing. The reason this game failed from the start was due to hitting level 50, then FORCING PLAYERS TO LEVEL AN EXTRA 10 RANKS (which was arguably the worst AND slowest time for NBs and Templars) and then to add ANOTHER 4 RANKS even though many of the players complained and moaned about Veteran Ranks. So instead of taking the advice of players and removing the veteran ranks early on, ZoS decided to add more ranks and continue on with the veteran rank system. Getting to level 50 once was fine and did not feel so "grindy", but once they added veteran ranks and forced players to grind from what was supposed to be endgame to just doing quests for the enemy faction, then there was no endgame.
The first thing any of the "normal" players wants to do in any MMORPG is to hit the max level so he or she can enjoy endgame content, but this was labeled as a TES game so players shouldn't feel forced to be pigeonholed into a class system or being gutted from content for not being Veteran Rank 14. Nerfing the crab grind is another middle finger to the player base and we should not tolerate it. Once players hit Veteran Rank 5 from the crab grind, the game did not feel like too much of a grind because they were almost there. Now players have to go through the game, and many of them are REPLAYING the game again for their # amount of times. Me, this will be my 6th time as I have stated earlier, and I do not know how much I could take. From playing from Early Access to Now, and from grinding two , I am gravely tired of how they are purposefully ruining the game and punishing players who have already gone through the game once. They should have removed veteran ranks a long time ago, nerfing this grind is another nail in the coffin before this game starts losing more and more players from the terrible and long grind ahead.