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In Defense of "High Yield" Grind Spots. Share your stories of the long-nerfed grinds of Yore!

Yolokin_Swagonborn
Yolokin_Swagonborn
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I have honestly had more fun and met more long lasting friends running high yield grinds then doing any other content in this game. Also the grinds were more engaging, entertaining and fun than any other prefab lore-laden content this game could offer. For those of you who think grinds are low risk/high reward, you are doing it all wrong. It takes a lot of finesse to get the most out of a grind spot. Let me share a few great stories...

The Crab Grind(RIP)
To do the crab grind most efficiently you had to have one group member tank the big crab, doing as little damage as possible to it while the rest of the group took down the adds. It was great tanking experience as you tried to conserve your stamina and keep agro on the big crab while everyone else killed the adds. You could use heavy attacks to restore your stamina but that would kill the boss faster, you could use talons on the adds, but then they would chase you. How is this technique any less valid or engaging than keeping 3 Daedroths alive as you kill Kinlord Rilis in Banished Cells or keeping wraiths alive as you fight the Nerienienienienienineineineineineien'th in Crypt oi Hearts? Great tactics, great fun, great reward - and NO BORING STORYLINE!!!!!" I didn't have to click through some NPC i didnt care about telling me how glad they were that blah blah blah.. who cares? It was fun, it was creative, and unlike most of the rewards in the game the grind rewards were actually well, rewarding.

sENR8Uv.jpg


The Fugal Grotto Tree Grind(RIP)
This was one of the first grinds in the game. This one took tons of coordination as you laughed and poked fun at your group mates as they kept falling out of the tree. I have fond memories of people shouting "back to the tree!" after we looted the boss then hopped back on the tree for the next round. Then someone discovered a cave method that was even more fun than the tree but it required the healer to heal through the damage. Again this sounds just like standard dungeon mechanics but it was more fun and had better rewards, and we never had to hear this nonsensical ear torment even once!

cR7OJnj.png


Sneknorist: The scorpion grind.(RIP)
Now before you say "Scorpion grind was one of the most brainless and easy grinds ever..." again, you were doing it wrong. The scorpion grind attracted trolls that would try to kill the adds before you could DPS the boss. This again, created emergent gameplay far more exciting than hearing "HEY LOOK ITS MAREEL" over and over again. So how did we beat the trolls so that the grind could continue? You had multiple DKs in your group all position yourself around the baby scorpions, as soon as they spawned, the DKs would chain pull the scorpions away from the trolls, the trolls would all run off chasing the baby scorpions while the rest of the group DPS's. By time they got back, we had the main scorpion down, and the adds had reset bringing Sneknorist back to life immediately for another pounding. This took as much skill and finesse as any official "stand in one place and DPS a glowing ghost for 20 minutes" snorefest provided by the game.

If anyone else has any great grind stories concerning our fallen hero's (RIP SNEKNORIST), please share them. Only share from already nerfed grinds of course. We don't want to tip anyone off about the new ones ;)
  • Emergent gameplay is more fun.
  • Emergent gameplay is more immersive.
  • Emergent gameplay helps you make friends.
  • Emergent gameplay gives better XP.

Grinds are the best type of emergent gameplay but developers are afraid to let go and would rather put everything on rails so they can maintain the feeling of control.

People aren't grinding to get some unfair advantage. People grind because...
  • They want to get to engame PvP already.
  • They have already done all the content in the game on a different character
  • They are bored to tears with PvE questing and dungeons
  • They want to choose what content they like to do instead of having the game choose for them.

A new grind will be found. Cut off one head, two more shall take its place!

Long live the grinds!!

HAIL HYDRA!!

Edited by Yolokin_Swagonborn on April 29, 2015 7:41AM
  • Dositheus
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    Funny part, I've never done the "grinding" at all. I've leveled all the way to VR14 through story quests and pvp. Champ level 125 now, with 0 grinding. I'm too lazy to grind heh.
  • Selberhad
    Selberhad
    Soul Shriven
    Dositheus wrote: »
    Funny part, I've never done the "grinding" at all. I've leveled all the way to VR14 through story quests and pvp. Champ level 125 now, with 0 grinding. I'm too lazy to grind heh.

    And I'm too lazy to quest. Running between arrows and being forced to listen to boring scripted scenes with characters I have zero attachment to really kills my enjoyment of the game. I'm a software developer and I actually do work in my off time to recharge from the boredom of forced questing (my boss must love Zenimax). I love grinding, though - constant action and I actually get to play my character instead of watching what amounts to a high-effort, disjointed movie. I only quest when I have to in order to get skill points or advance to the next stage of the game. When I want a good story I read books.

    FWIW, I've never done any of the "exploit-y" grinds listed above or anything like 'em, I just find a solo dungeon with good NPC density and go to town.
    Edited by Selberhad on April 29, 2015 7:17AM
  • Yolokin_Swagonborn
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    Selberhad wrote: »
    Dositheus wrote: »
    Funny part, I've never done the "grinding" at all. I've leveled all the way to VR14 through story quests and pvp. Champ level 125 now, with 0 grinding. I'm too lazy to grind heh.

    And I'm too lazy to quest. Running between arrows and being forced to listen to boring scripted scenes with characters I have zero attachment to really kills my enjoyment of the game. I'm a software developer and I actually do work in my off time to recharge from the boredom of forced questing (my boss must love Zenimax). I love grinding, though - constant action and I actually get to play my character instead of watching what amounts to a high-effort, disjointed movie. I only quest when I have to in order to get skill points or advance to the next stage of the game. When I want a good story I read books.

    FWIW, I've never done any of the "exploit-y" grinds listed above or anything like 'em, I just find a solo dungeon with good NPC density and go to town.

    Emphasis added. It's almost like ZOS is jealous of any grind spot that gets too popular because it competes with their content. They tell themselves that us grinders really hate it and are only doing it because it gives us some hugely unfair advantage. In truth, its more fun and exciting than the quests and as you said, lacks the boring storyline and the down time of running from questgiver to questgiver to get any action.

    What if I told you that there was a super fun gaming experience within ESO that had constant action, required the clever use of game mechanics pushing your classic MMO roles to their limit, gave great XP and had great rewards - and you can play it continuously without down time? Well sorry, they nerfed it.

    It's dangerous to compete with the "approved" content.
  • GaldorP
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    I believe there should be more options to grind (especially for VR 14 chars) and that good grind spots should not only be in the solo-questing zones (because grinders annoy questers and vice versa) but in designated grinding areas.

    However, bosses that instantly respawn or summon an infinite amount of adds that grant good XP are obviously unintended mechanics and had to be fixed.
  • fromtesonlineb16_ESO
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    Dositheus wrote: »
    Funny part, I've never done the "grinding" at all. I've leveled all the way to VR14 through story quests and pvp. Champ level 125 now, with 0 grinding. I'm too lazy to grind heh.
    I don't PVP and in the absence of soloable grinding my leveling from quests stopped at VR10 because no one does Craglorn questing any more.
    Edited by fromtesonlineb16_ESO on April 29, 2015 7:41AM
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    GaldorP wrote: »
    I believe there should be more options to grind (especially for VR 14 chars) and that good grind spots should not only be in the solo-questing zones (because grinders annoy questers and vice versa) but in designated grinding areas.

    However, bosses that instantly respawn or summon an infinite amount of adds that grant good XP are obviously unintended mechanics and had to be fixed.

    Is there some unwritten law of MMOs that states you have to wait for hours to get group going and then click through tons of quest dialogues before you can get any action?

    The downtime in this game is immense. I just want to kill things, steal their loots, then kill more things and get more powerful. I don't want to wait in a silly queue for a very themepark experience where I must kill the same four things in the same order every time for very meager rewards.

    Then I have to wait 20minutes to an hour to get in another group and do the same thing? Quantity time is not quality time. Most of us have only a limited amount of precious gaming time. Grinds respect my time. "Approved" content does not.

    Of course grinds are unintended. My argument is that what is intended is BORING and what is unintended i.e. emergent gameplay is far superior.
    Edited by Yolokin_Swagonborn on April 29, 2015 7:55AM
  • GaldorP
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    GaldorP wrote: »
    I believe there should be more options to grind (especially for VR 14 chars) and that good grind spots should not only be in the solo-questing zones (because grinders annoy questers and vice versa) but in designated grinding areas.

    However, bosses that instantly respawn or summon an infinite amount of adds that grant good XP are obviously unintended mechanics and had to be fixed.

    Is there some unwritten law of MMOs that states you have to wait for hours to get group going and then click through tons of quest dialogues before you can get any action?

    The downtime in this game is immense. I just want to kill things, steal their loots, then kill more things and get more powerful. I don't want to wait in a silly queue for a very themepark experience where I must kill the same four things in the same order every time for very meager rewards.

    Of course grinds are unintended. My argument is that what is intended is BORING and what is unintended i.e. emergent gameplay is far superior.

    I'm all for grinds. I have 3 VR 14 chars already and currently working on my 4th. I'm just saying these bosses were clearly exploits that made it too easy and allowed you to level too fast/required too little effort in comparison to all other levelling activities. Grinds should be in places intended for grinding and there should be such places (that aren't in the middle of questing zones). Just hunting monsters for XP works well. There's no need for boss exploits that allow people to get XP 10 to 20 times faster than everyone else.
  • LEGENDARYYY
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    If they just increased the spawn rate of mobs in normal DSA it would be decent xp grind. Problem is you stand there idle waiting for mobs to spawn. I know it has to be like this for unexperienced players and non-elitist groups. Yet, I wish there was a mode that spawned the same mobs and difficulty as normal DSA just way faster. "Dragonstar Arena Turbo".
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  • Yolokin_Swagonborn
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    GaldorP wrote: »
    There's no need for boss exploits that allow people to get XP 10 to 20 times faster than everyone else.

    So my rate of advancement through this game should be limited on behalf of someone who reads every quest dialogue and takes a very slow methodical pace through the game? No offence to their playstyle but why the crab bucket tactics?

    I feel like I am back in the fourth grade with the teacher punishing me and not believing that I read the entire book when the rest of the class was still on the first chapter.

    I understand what you are saying but when you use terms such as "faster" you are implying there is some sort of universal speed limit to how quickly content can or should be consumed. Anyone content caught speeding gets a ticket. The problem is that the current speed limit is slower than a bunch of seniors driving to country kitchen buffet on a sunday morning.

    Your reply still is non-responsive to my argument. I seems like you are saying grinds should exist but they should be officially sanctioned and regulated by ZOS.

    Do you know what grinds that are sanctioned and regulated by ZOS are called?


    QUESTS


    The reason real grinds are fun is that they are NOT officially sanctioned, don't follow boring predictable rules, and have to be discovered and conquered.
    Edited by Yolokin_Swagonborn on April 29, 2015 8:12AM
  • Yolokin_Swagonborn
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    If they just increased the spawn rate of mobs in normal DSA it would be decent xp grind. Problem is you stand there idle waiting for mobs to spawn. I know it has to be like this for unexperienced players and non-elitist groups. Yet, I wish there was a mode that spawned the same mobs and difficulty as normal DSA just way faster. "Dragonstar Arena Turbo".

    This is an amazing idea. Normal DSA speed mode. No need to make it harder. You already have hardmode for that. Just more fluid with NO STORYLINE PAUSES. Now if they would only turn the audio overlays off as well so you could just kill things in peace without pretending to care about the story behind it, it would be perfect.
  • GaldorP
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    GaldorP wrote: »
    There's no need for boss exploits that allow people to get XP 10 to 20 times faster than everyone else.
    So my rate of advancement through this game should be limited on behalf of someone who reads every quest dialogue and takes a very slow methodical pace through the game? No offence to their playstyle but why the crab bucket tactics?
    No, it should be limited on behalf of someone who goes to a spot with a very high monster density and fast respawn or a spot with many monsters that can be reset and works hard to farm these monsters as efficiently as possible.
    Do you know what grinds that are sanctioned and regulated by ZOS are called?


    QUESTS
    Have you seen this post made by a ZOS official yesterday?
    ZOS_ArtG wrote: »
    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.
    Grinds that abuse loopholes and clearly unintended mechanics for immense benefits are called exploits.
    The crab and scorpion grind you listed clearly fall into that category which is why they were fixed once they became public knowledge and were used by a lot of people (don't know about the tree grind, I've never seen that one in action).
  • Dixa
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    How many people ground out max levels in skyrim, oblivion or morrowind without ever touching the quests?

    Just curious.

    Grinding is still a great way to deal with crafting, but it should not be the huge leaps and bounds faster than questing that it was with a few of these methods. Remember that the first vr10 in this game did so only 24 hours after the servers went live by abusing a grouping and ring of mara xp exploit and aoe grinding with impulse? Watching people do level 1-vr1 in a couple of hours really is not acceptable. Every other mmorpg that ended up with a similar method has gone through steps to fix it with the exception of dark age of Camelot, but that method required a second account with a character at the right level.

    Should there be a method that is as fast as questing, but does not require questing? sure, why not. But THAT much faster? no.
  • Rune_Relic
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    So when you have levelled.....do you do anything else or just continue the grind ?
    Anything that can be exploited will be exploited
  • Reavyne
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    GaldorP wrote: »
    There's no need for boss exploits that allow people to get XP 10 to 20 times faster than everyone else.

    So my rate of advancement through this game should be limited on behalf of someone who reads every quest dialogue and takes a very slow methodical pace through the game? No offence to their playstyle but why the crab bucket tactics?

    I feel like I am back in the fourth grade with the teacher punishing me and not believing that I read the entire book when the rest of the class was still on the first chapter.

    I understand what you are saying but when you use terms such as "faster" you are implying there is some sort of universal speed limit to how quickly content can or should be consumed. Anyone content caught speeding gets a ticket. The problem is that the current speed limit is slower than a bunch of seniors driving to country kitchen buffet on a sunday morning.

    Your reply still is non-responsive to my argument. I seems like you are saying grinds should exist but they should be officially sanctioned and regulated by ZOS.

    Do you know what grinds that are sanctioned and regulated by ZOS are called?


    QUESTS


    The reason real grinds are fun is that they are NOT officially sanctioned, don't follow boring predictable rules, and have to be discovered and conquered.

    You sound like a baby who just had hes bottle taken away XD

    you my friend are the very very vast minority of the community who
    1: likes grinding endless mobs instead of doing the amazing fun quest/story line
    and 2: who also likes using EXPLOITS...basically cheating to advance faster then intended and when its gets fixed, you then turn to the forums and have a big sook about it and cry that ZOS is ruining your game and regulating how you play you game like this is *** germany and you are fighting for your freedom.

    get over it and get over yourself lol if there is a bug or a exploit it will be fixed if you want to GRIND then do it the old fashion way find a large area of mobs and grind till the cows come home
  • Psychobunni
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    Dixa wrote: »
    How many people ground out max levels in skyrim, oblivion or morrowind without ever touching the quests?

    Just curious.

    How many trials, multiplayer dungeons, DSA's, and PVP campaigns were in Skyrim, Oblivion or Morrowind?

    You can't compare single player games to an MMO simply because they have the same parent name. ALL the content that is MMO, that MMO players came for....shouldnt be gated behind months of repeating the same quests so many times you want to murder all of your own faction, just so they can have some options.



    If options weren't necessary, and everyone played the same way, no one would use addons. Fix the UI!

  • LtCrunch
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    Every "high yield" grind spot you've mentioned was a blatant exploit. GG.
    Edited by LtCrunch on April 29, 2015 9:43AM
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  • Yolokin_Swagonborn
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    Reavyne wrote: »
    You sound like a baby who just had hes bottle taken away XD

    I like your analogy but it doesn't really match the situation at hand. Let's spruce it up a bit!

    I am more like a clever enterprising baby that is tired of nursing from the same teat every night. The milk flow has lessened substantially and the overall thrill has diminished as the perkiness and dimensions of said teat have become way too ordinary and familiar over the last few months.

    So I devise a clever ruse to sneak into the houses of other nursing mothers using baby ninjitsu and replace myself with their children by stealing and dressing in their clothing. We are all tiny, fat, bald and ugly anyway so my ruse is highly effective. Suddenly I am treated to the most exquisite variety of teats and the milk flow has never been stronger. I get several helpings per hour and the game of deciding where to feast next has become a new thrill for me. But eventually, my mother finds me, scolds me for running off, and its back to the same old same old again. Much more apt don't you think? Grinds are the hight of intrigue, excitement and cleverness. Not the droll "exploits" you make them out to be.
    and (you) cry that ZOS is ruining your game and regulating how you play you game like this is *** germany and you are fighting for your freedom.

    WW2 analogy? Really? But now that you mention it, "Questapo" does have a certain ring to it.

    Guildmate: "Hey man are you gonna run the crab grind with me tonight?"
    Me: "Didn't you hear they nerfed it?"
    Guildmate: Oh no! The Questapo strikes again!"
  • Dositheus
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    The funny thing about grinding in general, the guild I was in in Beta, and then at launch? We had about 10 people who super ground their way to max rank right away as soon as the game launched. They were some of the first ones to top rank. They also quit the game after about three months or so, because they felt there was no content. I'd enjoyed actually going through the story myself and doing the quests and listening to it. It took me a bit longer, but conversely I got a lot more out of the game enjoyment wise. I don't wonder if some of the attraction to quick grinding is a difference in generations. I'm old, I admit. I cut my MMO teeth on MUDS. Where you had to read through quickly scrolling walls of text to know what was happening. No fancy graphics or ***, just words. And with that, my expectation of advancement in an MMO likewise goes to doing quests and enjoying the story. The newer generations certainly seem to be more focused on instant stimulation and reward, and perhaps for them grinding is more enjoyable. I guess I can see that, it's just a bit foreign to me. Which playing MUDS would be to most kids these days. I mean... a screen full of properly capitalized, structured and spelled sentences complete with punctuation as a mode of communication? That's some crazy *** right? When a quarter of my guild quit because they had power ground to vr12 in a day, and not done any quests and were thus over the game, I really didn't know what to say. I just had shrug and go back to solo questing and pvping. :P What can I say, I'm old school.
  • Selberhad
    Selberhad
    Soul Shriven
    Dositheus wrote: »
    I'd enjoyed actually going through the story myself and doing the quests and listening to it. It took me a bit longer, but conversely I got a lot more out of the game enjoyment wise. I don't wonder if some of the attraction to quick grinding is a difference in generations. I'm old, I admit. I cut my MMO teeth on MUDS. Where you had to read through quickly scrolling walls of text to know what was happening. No fancy graphics or ***, just words. And with that, my expectation of advancement in an MMO likewise goes to doing quests and enjoying the story. The newer generations certainly seem to be more focused on instant stimulation and reward, and perhaps for them grinding is more enjoyable. I guess I can see that, it's just a bit foreign to me. Which playing MUDS would be to most kids these days. I mean... a screen full of properly capitalized, structured and spelled sentences complete with punctuation as a mode of communication? That's some crazy *** right? When a quarter of my guild quit because they had power ground to vr12 in a day, and not done any quests and were thus over the game, I really didn't know what to say. I just had shrug and go back to solo questing and pvping. :P What can I say, I'm old school.

    Greetings fellow MUDder! I've been playing, coding, and building areas on MUDs since the early '90s and am still at it (really happy Gemstone IV went F2P as GS3 was one of my early favorites).

    However, your generalizations don't apply to me. I loved grinding in MUDs (though us old fogies called it hack'n'slash). I'm not interested in the speed of my advancement at all, and if I quit it won't be because I've run out of content. It'll be because I am forced to do things that I find soul-crushingly, mind-numbingly boring to advance. I love the mechanics of solo PvE combat, learning how to optimize my behavior to dominate huge groups of NPCs. Man vs machine.

    I just think many of the quests in this game are extremely poorly designed and boring given my taste - and this is from someone who has written hundreds of quests in MUDs. One factor is that I'm an extremely fast reader and get impatient listening to dialogue I could read 5x faster, and thus having everything voice acted is an annoyance to me when I can't skip past the incredibly slow scripted scenes. I loved Morrowind because I could read things at my pace, and not needing to voice act everything meant there was a lot more depth (also why I still love MUDs). I've read pretty much every major fantasy series and many of the lesser known ones and don't find the quests in this game to have the same quality of plotting, writing, or character development I've grown accustomed to. Again, just my opinion, but I'm entitled to it, right?

    I'm glad you love questing in this game. I think it's great that ZSO has made a game where the primary advancement mechanic appeals to your tastes (and obviously that of many others). No one is arguing that questing should be removed from the game. We'd just like ZSO to respect our preferences as people who enjoy solo/2-man PvE combat more than running around a map and listening to voice-acted stories. I'm not in the "leave exploits in the game" boat, but I also hate being forced to run through these quests for skill points and to unlock areas. All I'm looking for is the ability to do the things I enjoy in this game while being able to advance to the same levels that people who enjoy questing can advance to.

    Maybe ZSO doesn't want players like me in the game, and I can respect that. This is their game and they call the shots. But it'd make me sad, because I have a ton of fun playing it and would be a loyal player for years, but every time I'm running around triggering dialog and scripted scenes with nary an exciting fight to be had because it is the only way to advance, I consider quitting the game. It certainly puts me into "I'm not going to invest real money on items I want from the Crown Store for a game I'm going to get fed up with and quit" mode.
    Edited by Selberhad on April 29, 2015 10:58AM
  • helediron
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    Rune_Relic wrote: »
    So when you have levelled.....do you do anything else or just continue the grind ?
    I think this is a good question and i'd like to expand it to what happens before and after grind. I just finished my grind of second nightblade to VR14. What else i do than grind? What kind of nut is one who grinds?

    I have five veteran toons. The first two have done all normal, silver and gold quests. First toon has done every single quest in ESO i believe. Second toon skipped craglorn and ground to VR14 and this last one mostly leveled by grinding. I think this is the normal trend. Questing loses it's appeal after few repetitions and grinding replaces it. For some players questing gives nothing and they grind even their first toon. That is just different playstyle and ok. Play as you want thingy.

    My main game is crafting. My first toon is NB and has learned all crafts. I have actually five max level craft toons on all crafts and i can craft everything in this game. Anyway, the main is heavily burdened with crafting and that limits it to one build. I needed a second nightblade to be able to play different builds. So i leveled up one, and i ground it because i just needed another toon for a specific role.

    Daily I am doing crafting orders, trials, pledges, writs, farming mats, farming CP. Usually i have too little time to do them all. I am also theorycrafting and testing different gear and skills. I will eventually make every class to VR14 when i have enough time and interest.

    So, what do i do after i leveled? The answer is everything.
    Edited by helediron on April 29, 2015 10:46AM
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  • Dositheus
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    Selberhad wrote: »
    Dositheus wrote: »
    I'd enjoyed actually going through the story myself and doing the quests and listening to it. It took me a bit longer, but conversely I got a lot more out of the game enjoyment wise. I don't wonder if some of the attraction to quick grinding is a difference in generations. I'm old, I admit. I cut my MMO teeth on MUDS. Where you had to read through quickly scrolling walls of text to know what was happening. No fancy graphics or ***, just words. And with that, my expectation of advancement in an MMO likewise goes to doing quests and enjoying the story. The newer generations certainly seem to be more focused on instant stimulation and reward, and perhaps for them grinding is more enjoyable. I guess I can see that, it's just a bit foreign to me. Which playing MUDS would be to most kids these days. I mean... a screen full of properly capitalized, structured and spelled sentences complete with punctuation as a mode of communication? That's some crazy *** right? When a quarter of my guild quit because they had power ground to vr12 in a day, and not done any quests and were thus over the game, I really didn't know what to say. I just had shrug and go back to solo questing and pvping. :P What can I say, I'm old school.

    Greetings fellow MUDder! I've been playing, coding, and building areas on MUDs since the early '90s and am still at it (really happy Gemstone IV went F2P as GS3 was one of my early favorites).

    However, your generalizations don't apply to me. I loved grinding in MUDs (though us old fogies called it hack'n'slash). I'm not interested in the speed of my advancement at all, and if I quit it won't be because I've run out of content. It'll be because I am forced to do things that I find soul-crushingly, mind-numbingly boring to advance. I love the mechanics of solo PvE combat, learning how to optimize my behavior to dominate huge groups of NPCs. Man vs machine.

    I just think many of the quests in this game are extremely poorly designed and boring given my taste - and this is from someone who has written hundreds of quests in MUDs. One factor is that I'm an extremely fast reader and get impatient listening to dialogue I could read 5x faster, and thus having everything voice acted is an annoyance to me when I can't skip past the incredibly slow scripted scenes. I loved Morrowind because I could read things at my pace, and not needing to voice act everything meant there was a lot more depth (also why I still love MUDs). I've read pretty much every major fantasy series and many of the lesser known ones and don't find the quests in this game to have the same quality of plotting, writing, or character development I've grown accustomed to. Again, just my opinion, but I'm entitled to it, right?

    I'm glad you love questing in this game. I think it's great that ZSO has made a game where the primary advancement mechanic appeals to your tastes (and obviously that of many others). No one is arguing that questing should be removed from the game. We'd just like ZSO to respect our preferences as people who enjoy solo/2-man PvE combat more than running around a map and listening to voice-acted stories. I'm not in the "leave exploits in the game" boat, but I also hate being forced to run through these quests for skill points and to unlock areas. All I'm looking for is the ability to do the things I enjoy in this game while being able to advance to the same levels that people who enjoy questing can advance to.

    Maybe ZSO doesn't want players like me in the game, and I can respect that. This is their game and they call the shots. But it'd make me sad, because I have a ton of fun playing it and would be a loyal player for years, but every time I'm running around triggering dialog and scripted scenes with nary an exciting fight to be had because it is the only way to advance, I consider quitting the game. It certainly puts me into "I'm not going to invest real money on items I want from the Crown Store for a game I'm going to get fed up with and quit" mode.

    Nice to meet a fellow MUDer, I always gravitated toward the pvp oriented ones. IE, Carion Fields, Abandoned Realms, etc. I mean, most of them did have a good bit of grinding, in the form of slaughtering area mobs. I suppose I always enjoyed the quests more than the grinds though, regardless. From the perspective of "lets have everyone enjoy the game how they want" I think you have a great point. Perhaps some good testing and trying to work it so that the average amount of XP someone can garner from grind spots, is roughly equal to what they would get through questing would be nice. Perhaps up quest xp to closer to that of a good grind spot. I mean, at the end of the day, none of us want to fall behind the advancement curve.

    Heh, back in MUDS. I suppose I did used to write bot scripts to grind my character's skills and xp up while i was at work. As a quick reader (skimmer at least, as I have Dyslexia) I can understand about the voicing. I generally read the dialog and then click on ignoring whatever the npc is actually voicing. I'm also one of the guys who would read through each room description and then go back and send spelling etc reports to the devs of MUDs so they could fix their room descriptions heh.

    At the end of the day, I suppose we all can agree to enjoy different methods for advancement. But I think a key thing we need to agree on as well, is that the reward for effort should be relatively equal accross the board. IE, those insane grind spots that get people a ton of xp/gold are not proportionally fair and thus.. were popular. An hour of grinding, should be about as rewarding as an hour of rushing around doing daily repeatable questing for everyone to be able to enjoy whatever their preference is.
  • Selberhad
    Selberhad
    Soul Shriven
    Dositheus wrote: »
    Heh, back in MUDS. I suppose I did used to write bot scripts to grind my character's skills and xp up while i was at work. As a quick reader (skimmer at least, as I have Dyslexia) I can understand about the voicing. I generally read the dialog and then click on ignoring whatever the npc is actually voicing. I'm also one of the guys who would read through each room description and then go back and send spelling etc reports to the devs of MUDs so they could fix their room descriptions heh.

    At the end of the day, I suppose we all can agree to enjoy different methods for advancement. But I think a key thing we need to agree on as well, is that the reward for effort should be relatively equal accross the board. IE, those insane grind spots that get people a ton of xp/gold are not proportionally fair and thus.. were popular. An hour of grinding, should be about as rewarding as an hour of rushing around doing daily repeatable questing for everyone to be able to enjoy whatever their preference is.

    Yeah, I definitely did my fair share of botting as well, but those games literally required 1000s of hours to max out character advancement and it was partly to keep up with the pack (good old unrestricted, anything goes PvP), and partly because as a coder I enjoyed writing the bots. And as a builder, I thank you for actually reading the descriptions we slaved over! However in ESO, even someone who is really taking their time should be able to hit VR14 in under 200-300 hours, I'd think. Maybe that's a lot if you're rushing to endgame content, but I've personally always been about the journey rather than the destination.

    And I agree, I'd be happy to see quests reward more gold and experience. I really don't care about the speed of my advancement at all (particularly since I can't get ganked unless I'm in Cyrodil), and wouldn't mind if grinding were slower, though making questing faster is probably a better option since many are rushing for endgame content, which I think is also a perfectly acceptable choice. As I mentioned, I've never used any of the crazy exploit methods, just the more traditional form of looping around, gathering big pulls and slaughtering things on the world map or in solo dungeons. Would be great if they were instanced so I don't get in the way of other people trying to quest or grind. To me advancement in this game is crazy fast regardless of whether you are questing or soloing, to the point where I often don't bother investing in my gear (especially pre-VR) when leveling since I know it'll be obsolete in a matter of hours.

    I'm also a big fan of PvP but don't think it is very well balanced in this game, especially the way attribute scaling works before VR. There's way too much one-shotting if you're not focusing on health attributes, not sure who thought that was a good idea, and in general it seems there isn't much variety in terms of viable PvP builds (my favorite class so far, Templar, seems to suffer from this acutely, and I'm sorely missing a dual-spec option - but that is a separate discussion). That said, it's a young game and they might get to an acceptable level of balance eventually, and I haven't been here very long at that so it might just be my inexperience talking.

    Anyway, I'm glad it seems we're pretty much on the same page!
    Edited by Selberhad on April 29, 2015 11:48AM
  • Syntse
    Syntse
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    It's almost like ZOS is jealous of any grind spot that gets too popular because it competes with their content. They tell themselves that us grinders really hate it and are only doing it because it gives us some hugely unfair advantage. In truth, its more fun and exciting than the quests and as you said, lacks the boring storyline and the down time of running from questgiver to questgiver to get any action.

    To my understanding ZOS is not anti-grind. Only taking care of grinds that are exploits of game mechanics. Grinding is possible and it happens all the time and further more it is even faster than questing but not too much. The game mechanics exploits usually results something from 5 to 10 times faster progression than questing and in many grinders minds is the right way to grind.

    If it's constant action and exp instead of boring quest and listening to dialogues, it is there and it is possible. May not give progression 10 times faster than questing but that wasn't the point or was it?
    Syntse Dominion Khajiit Dragonknight Stamina Tank [50]
    Ra'Syntse Dominion Khajiit Nightblade Magica DPS [50]
    Syntselle Dominion Dark Elf Dragonknight Magica DPS [50]
    Syntseus Dominion Imperial Templar Healer [50]
    Syntsetar Dominion High Elf Sorcerer Magica DPS [50]
    Friar Tuktuk Daggerfall Brenton Templar Healer [50]
    Syntseyn Ebonheart Brenton Nightblade Magica DPS [50]
  • Dositheus
    Dositheus
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    Selberhad wrote: »
    Dositheus wrote: »
    Heh, back in MUDS. I suppose I did used to write bot scripts to grind my character's skills and xp up while i was at work. As a quick reader (skimmer at least, as I have Dyslexia) I can understand about the voicing. I generally read the dialog and then click on ignoring whatever the npc is actually voicing. I'm also one of the guys who would read through each room description and then go back and send spelling etc reports to the devs of MUDs so they could fix their room descriptions heh.

    At the end of the day, I suppose we all can agree to enjoy different methods for advancement. But I think a key thing we need to agree on as well, is that the reward for effort should be relatively equal accross the board. IE, those insane grind spots that get people a ton of xp/gold are not proportionally fair and thus.. were popular. An hour of grinding, should be about as rewarding as an hour of rushing around doing daily repeatable questing for everyone to be able to enjoy whatever their preference is.

    Yeah, I definitely did my fair share of botting as well, but those games literally required 1000s of hours to max out character advancement and it was partly to keep up with the pack (good old unrestricted, anything goes PvP), and partly because as a coder I enjoyed writing the bots. And as a builder, I thank you for actually reading the descriptions we slaved over! However in ESO, even someone who is really taking their time should be able to hit VR14 in under 200-300 hours, I'd think. Maybe that's a lot if you're rushing to endgame content, but I've personally always been about the journey rather than the destination.

    And I agree, I'd be happy to see quests reward more gold and experience. I really don't care about the speed of my advancement at all (particularly since I can't get ganked unless I'm in Cyrodil), and wouldn't mind if grinding were slower, though making questing faster is probably a better option since many are rushing for endgame content, which I think is also a perfectly acceptable choice. As I mentioned, I've never used any of the crazy exploit methods, just the more traditional form of looping around, gathering big pulls and slaughtering things on the world map or in solo dungeons. Would be great if they were instanced so I don't get in the way of other people trying to quest or grind. To me advancement in this game is crazy fast regardless of whether you are questing or soloing, to the point where I often don't bother investing in my gear (especially pre-VR) when leveling since I know it'll be obsolete in a matter of hours.

    I'm also a big fan of PvP but don't think it is very well balanced in this game, especially the way attribute scaling works before VR. There's way too much one-shotting if you're not focusing on health attributes, not sure who thought that was a good idea, and in general it seems there isn't much variety in terms of viable PvP builds (my favorite class so far, Templar, seems to suffer from this acutely, and I'm sorely missing a dual-spec option - but that is a separate discussion). That said, it's a young game and they might get to an acceptable level of balance eventually, and I haven't been here very long at that so it might just be my inexperience talking.

    Anyway, I'm glad it seems we're pretty much on the same page!

    Ohh, I GMed on a few MUDs and thus did a bit of room creation as well. Good old C code based funtimes as well. Yeah, the grind of the good old muds was a bit different than today's idea. And I agree fully that it seems the path to vr14 is amazingly fast compared to what we used to have to do in the traditional MUDs to hit max level. Some of them it would be days per level, and you had to improve each skill slowly etc. I botted mainly for skill advancement. I honestly rather miss the old full loot or even partial loot options for pvp of MUDs. The lack of real consequence to death has always bothered me in MMOs of the last 10 years or so, even in purely pvp based MMO's I've played such as Age of Wushu and such. You die, and at worst your armor is damaged some and requires a repair after a bit. Having partial looting, or loss of a % of onhand gold at time of death would be good. And.. oh.. make depositing gold into your bank actually useful? I remember working for weeks to get a single item in those games, and then getting ganked and loosing it to another player in about 10 seconds if I was not careful. The rush was pretty unreal.

    For balance in Cyro, it doesn't seem as bad to me as it used to be. You can't get away with hybrid builds it feels, which is kind of a shame, but pure stam or pure magika seem to do OK. Sometimes I am still tempted to macro a button to emote "disarms you and sends your weapon flying!" while I'm in combat. Just to see who would recognize it and chuckle. Back before I left ESO for a bit when I was sent out to the Middle East, the only NB that was really viable was magika. It's nice that both are usable options now.
  • Faugaun
    Faugaun
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    Define too fast....just running in circles duo in open world killing dense mobs I can cp every 15 minutes enlightened and be very hour unenlightened....I can use the same locations (about 50 different ones) to level from 1-50 at about 15-30 per level....that's solo, now duo you can cut 1/3 of that time off because more killing. So in open world and certainly legite grinding I can duo level every 10-20 min....its just efficiently building for the content you are fighting and maximizing your kills per minute while fighting challenging mobs....which BTW can be challenging often its 100-300 mobs per level, you try cramming that many kills into a 10-20 min window open world.

    You must do lots of damage
    You must kill efficiently
    You must pull multiple groups
    You must be able to maintain this damage while not dying from whatever mechanics said multiple groups of mobs may have
    You must have excellent pathing (the route)
    You must compete with random players who might attack then mobs and decrease your grind maximization

    Each class and race and weapons combination changes the most efficient way to approach a particular location. This tinkering where you modify your build to specialize for a particular grind in order to maximize the return potential on time commitment is where the challenge lies.

    Further grinding does not create unfair advantage (well lemme clarify this....grinding that everyone knows about does not create an unfair advantage). By constantly nerfing known grindspots the people aware of the unknown locations will benefit and since they are afraid the spot might be nerfed if it became too popular then they won't share the information. This creates a bias that is unfair.

    I tend to agree with the OP that the challenges created by efficient grinding often are appropriate for the skill required. I also agree that grinding cannot be eliminated. As long as there are multiple locations in the game with any one of the following:

    Different exp rewards
    Different spawn rates
    Different mob density
    Different mob abilities (as simple as ranged vs melee, but could include crippling effects, woes, healing etc...)
    Different loot tables
    Different distances to vendors
    Different levels of competition with other players
    Etc....

    As long as there are differences between mobs and mob locations there will always be one spot that is more efficient than all the others and likely several that are efficient and worth doing.

    I really don't understand the constant nerfing of grind spots...from a psychological viewpoint and trying to look at it from a developers viewpoint....

    1) players find a grind spot
    2) lots of players congregate at the grindspot
    3a) if it is open world then player competition regulates the maximum exp potential, more players = less exp
    3b) if it is instanced lots of players can be seen at the entrance/exit to the content
    4a) in regards to 3a the system is self regulating...no issue
    4b) in regards to 3b the players are instanced and out of site from other players and mind their own business
    5) in both instances there are lots of players interested in the content, perhaps it is the reward, perhaps it is the challenge (one of my favorite challenges in WoW was chain pulling an entire scarlet monestary dungeon solo and surviving....was I over level and not getting exp for the challenge? Probably but I honestly cannot recall....we would two man it also with weaker characters...and we would do it in other dungeons to create an appropriate challenge...did we get lots of (low level loot and make a bunch of gold? I dunno ...lol that wasn't the point, maybe we did???) Did we get lots of experience ? Again I dunno maybe? So what if we did? Did it give an unfair advantage in PvP? No ...you still had to get PvP gear or raid gear to equip up...did it give an unfair advantage in pve? No...yeah maybe we leveled faster or had different gear or w/e you could still regulate your own difficulty of content fairly easily.) What these things did provide were great YouTube videos, great screenshots, teamwork (yeah it usually took a bunch of people brainstorming to improve build after build after build, until a location was perfectly maximized), friendsship developed and most importantly fun.
    6) I want to emphasize that these various gameplay styles provided lots of fun....could I chain pull an entire zone and live? How about a whole dungeon and live? Could I twink a level 30 and freeze my level to be unkillable? All of these situations generated interest (developed friendships)
    7) these friendships incentivized continuing to play the game
    8) the challenges incentivized continuing to play the game
    9) the ability to pull ridiculous quantities of mobs and die because it wasn't a bright idea (Leroy Jenkins anyone?) Created timeless videos and generated amazing free advertising for the game.
    10) finally consider this if you have content that is engaging player (in other words there are lots of players there doing the content, for what ever reason, then you have created an engaging environment) this is player interest, its players wanting to do stuff in your game....why would you get rid of that? Instead the goal should be to make something even more engaging.

    At current in tamriel unlimited the grind environment is unhealthy ... What I mean by this is that grind spots that give exp are overly abused (they really are) this is a direct response to the Nerf policy of the developers. The players know that any spot that becomes too popular will be gone...thus if they find a spot they are driven to do two things:

    First, they don't tell a soul (unless they have too), the reason is simple....if they tell, then word gets out and if word gets out then the spot disappears and then you are back at square 1. This non communication is a direct reduction in the amount of friendships developed, if I talk to fewer people because I'm afraid talking to them will ruin my fun then I don't develop friendships that create more fun....if I don't have a group of friends to play with then I get bored and leave...

    Second, the fear of losing the spot incentivizes them to focus solely on the grind because it will be gone soon....this is also unhealthy because now players feel obligated to grind because they will lose the spot which unintentionally increases the abuse of the spot....this drives players to grind more than they would just for fun and makes the grinding tedious as well...and it causes more player isolation, less friendships, less interest in the game.

    The solution:

    Let players grind, it is healthy for the game. Players make friends, they play, they stay. Create engaging content that is more engaging than the grind spots if you do not like grinding...this idea that you need to eliminate the most engaging content you have (evidenced by the number of people doing it...is crazy...it is the equivolent of me operating a movie theater and to stop showing all movies that have nudity (because I don't like nudity) ...even though tickets for those movies is a large portion of my revenue....the logic here is illogical...zos should encourage players talking about grindspots and posting videos ...now the few spots that are overwhelmingly powerful should be toned down...I mean if you can crank out an unenlightened cp in under 20 minutes...that's a problem...but most grinding doesn't fall into this category imho
    Edited by Faugaun on April 29, 2015 12:50PM
  • Grayphilosophy
    Grayphilosophy
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    You raise some good points.

    I argue however. It's not so much the grind in itself, as much as it is the more intense and cooperative gameplay, with goals discovered and set by players themselves. Emergent gameplay that requires more attention and immediate investment is more fun, like you said. Challenges are just psychologically rewarding to overcome.

    That said, unintended and arguably exploitable things should be fixed, no doubt. But gameplay could use an uplift in terms excitement sometimes.
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    Thanks for all the responses. I am seeing a similar trend. Even in ZOS's reply, they say they are not opposed to grinding, only exploits. Also several responses here were also in support of grinding but not grinds that were "exploits."

    Pre-emptive anti-semantics statement: I am using the word exploit loosely here as it is used frequently and loosely all the time on these forums. I am not really interested in a definition war because the definitions of this particular word are very subjective. I heard all sorts of things from the mundane to the nefarious called "exploit" on these forums.

    So what turns a "grind" into an "exploit?" Well if you find a way to get a ton of XP quickly through some clever mechanic, is considered an exploit because people reason that ZOS never intended you to get that much XP that quickly. Because, of course, everyone on this forum knows what ZOS intends. I'm not even sure that ZOS knows what ZOS intends sometimes.

    Seems to me that the only difference between a grind and an exploit is a difference in degree, and not a true difference in kind.

    Any fast grind is seen as an exploit. So that means that there is a kind of XP speed limit. If you go over the limit, ZOS should "fix," "balance," or "nerf" the grind. If there is a speed limit, then there must be a reference value that the speed limit is derived from.

    My argument is conditional and two-fold.
    1. The current reference value for XP/hr is too low and does not serve the entire ESO population.
    2. There should not be a speed limit at all. At least not to get to VR14. Champion points can be their own thing but getting to endgame capability should be at your own pace - even if your own pace is 10x faster than questing.
    Edited by Yolokin_Swagonborn on April 29, 2015 1:41PM
  • Faugaun
    Faugaun
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    @themudders I too am of that generation That grew up on muds ... And I agree with 90% of you alls ideas...perhaps it is our demographic :)
    Syntse wrote: »
    It's almost like ZOS is jealous of any grind spot that gets too popular because it competes with their content. They tell themselves that us grinders really hate it and are only doing it because it gives us some hugely unfair advantage. In truth, its more fun and exciting than the quests and as you said, lacks the boring storyline and the down time of running from questgiver to questgiver to get any action.

    To my understanding ZOS is not anti-grind. Only taking care of grinds that are exploits of game mechanics. Grinding is possible and it happens all the time and further more it is even faster than questing but not too much. The game mechanics exploits usually results something from 5 to 10 times faster progression than questing and in many grinders minds is the right way to grind.

    If it's constant action and exp instead of boring quest and listening to dialogues, it is there and it is possible. May not give progression 10 times faster than questing but that wasn't the point or was it?

    Regarding this constant action is fun. I forget the mode in halo (survival maybe?) Where you go into an arena and are ambushed from all directions ...you can modify the difficulty by increasing/decreasing skulls...and all you got was progression towards unlocking cosmetics ....and a leader board...I loved doing that...which is very similar to grinding. The key difference is that in a mmo where others around you are progressing then to Nerf a grindspot (which is well within devs rights, since it is their game, for any reason) to 0 exp, you suddenly make it a punishment to do something you enjoy.

    Now I completely agree with other posters its not about the speed of advancement to me as a player, its about the fun and enjoyment. Being unable to level doing something that I find engaging because exp is frozen is not fun. At the same time said activity should be balanced to match the rest of the games progression routes more or less.


    SUGGESTION: Perhaps to appease both types of players (and add new content to the game) zos should implement a Survival arena type mode where you enter and are ambushed from all directions exp could be balanced to be about equal to whatever progression rate zos likes and they could stick a leader board on it where the top ranked hourly players get set greens, top daily players get set blues, top weekly players get set purples and top monthly players get set legendaries....or maybe instead of changing color since you can upgrade your own items maybe the harder leaderboards award slightly better versions of the set pieces....heck forget the item awards all together award ASAP (arena survival activity points, cause AP and SP were taken lol). These points can be traded in just like AP for awards. Make it so that players can change the difficulty from skeever to daedric prince.

    I think this type of addition would provide for grinders, allow zos to easily balance grinding, add another carrot (the leader board) and add much needed content to the game. While having zero impact on the current game .... For lore, perhaps the dunmer have become sick of the other races and have decided to allow them to fight to the death (like roman society with their slave fighters in the colleseum). Additionally dumner fugitives could also be fed to the arena.

    How would you enter the arena? Commit crime in the justice system, once your bounty reach a certain point you could arrange with a fence to turn yourself in to authorities. In exchange you agree to do an arena (entertaining mer society and likely dieing) which then reduces your bounty by a certain amount. Additionally those who seek glory could also enter the arena...for rewards if they survives (and glory)...in fact how about we change ASAP....to GP (Glory Points). You could only trade in GP if you had paid your criminal debt (do not have a bounty).

    In fact this survival mode is getting its own thread...thanks for the ideas!
  • Rylana
    Rylana
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    Best grind was the very first vet grind we all discovered the first week of live. (im sure some did in beta as well)

    The Matrons Clutch or whatever its called World boss with all of the Dreugh. Oh my god you could go up a vet level in less than a half hour there, there were vet 5+ after just one day of the grind.

    They nerfed that one quick as hell. But it was also the most camped grind I have ever seen, easily 200 players standing on one spot. You suckers in ESOTU that think the crag grind was insane, you never saw the earliest ones. Even some of the dungeon ones were sick.


    Also OP i will disagree with you on one point - people dont tell other people about things like this because they care if it ever gets nerfed. They do it so no one else has access to to it so they have an unfair advantage. I did not forget the full guild of v10s on Dawnbreaker the second week of the game. A full guild? Yeah we know they got there in a shady way. Vet content at the time was extremely slow and difficult. Those who took advantage of the early grinds (and told no one else about them) enjoyed a full month of I-win mode as everyone else that didnt use them (or had no idea they existed) plodded through content and meager gains to reach the same levels.
    Edited by Rylana on April 29, 2015 2:17PM
    @rylanadionysis == Closed Beta Tester October 2013 == Retired October 2016 == Uninstalled @ One Tamriel Release == Inactive Indefinitely
    Ebonheart Pact: Lyzara Dionysis - Sorc - AR 37 (Former Empress of Blackwater Blade and Haderus) == Shondra Dionysis - Temp - AR 23 == Arrianaya Dionysis - DK - AR 17
    Aldmeri Dominion: Rylana Dionysis - DK - AR 25 == Kailiana - NB - AR 21 == Minerva Dionysis - Temp - AR 21 == Victoria Dionysis - Sorc - AR 13
    Daggerfall Covenant: Dannika Dionysis - DK - AR 21 == The Catman Rises - Temp - AR 15 (Former Emperor of Blackwater Blade)
    Forum LOL Champion (retired) == Black Belt in Ballista-Fu == The Last Vice Member == Praise Cheesus == Electro-Goblin
  • Vyle_Byte
    Vyle_Byte
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    I, like most people, went through the entirety of the game 'the way it was meant to be played'. Actually I did 2 full factions with 2 different characters because I didn't realize Id have to go through all 3 with one character. So, I have played through quests several times. And, I CANNOT do it again, no more no way no how.

    I totally enjoyed the questing the first time around. It wasn't the best story out there, but I think for an MMO it was pretty good. However, just thinking about doing all that questing again, it almost makes me sick. Therefore any character I level now I have a very strict "no questing except for dungeons" policy. I grab all shards, all dungeons, all eyeballs, books and kill every living thing in sight in each zone. I don't stay in one grind spot forever, that's just boring but if I find a good spot (not an exploit) I'll hang out a while and farm it.

    Point is, I've been here for a year, I've seen what there is to see, I've done what there is to do and you can only rinse and repeat so many times before it becomes a chore. That's what questing is to me now, a freakin chore. Blah!

    To respond to OP though, there's this spot in Grahtwood that has a whole bunch of crabs. It didn't yield tons of xp but occasionally they would drop set pieces - its has since been nerfed and they no longer give up goodies. Not only that but now when you go that direction, there is serious lag. Lame.
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