Heh... whoopsCirithValaria wrote: »CirithValaria - What are your thoughts on making Craglorn dungeons public instead of instanced, but keeping the difficulty as it is. This would make the zone more "solo" friendly and still keep it group based.Are there any plans for making Craglorn's Group Delves non-instanced, like all other Delves? This would make it possible to meet up with other players to group with while inside the delve, rather than being required to find a group before going in. There would be no need to change the difficulty, and this would likely increase the grouping opportunities in the zone.
We’re focused right now on getting new DLC zones and content ready, so there are no plans right now to go back and make those types of adjustments to Craglorn. Ideally, we would love to revisit Craglorn and make it a bit more solo friendly, where solo players can go. But no promises on if or when that might happen.
I asked this few months ago and it actually got answered.Usually I check back on these things before posting to make sure I'm not repeating a previous question
NewBlacksmurf wrote: »The whole entire zone is a waist as designed. It only had value when the cap was in line with the content.
Honestly they should make silver n gold zones all level 50 and Craglorn levels 52-54 when VR is removed and keep us at 50 with CP's to offset levels but loot changes would be needed. Then the zone begins to make sense as endgame again
Yeah, there's not a lot of reason to do them again once you've ticked them off on the map and finished the quests inside them. Some sort of reward or incentive for repeating them would be a great idea, whether that's a CP boost or a daily quest set like they added for the Wrothgar delves. (I'd still like to see some daily Mages Guild quests which revisit the old delves.)Not bad idea but you would still need to give reason to do those. Random CP-booster reward should do, green 50%, blue 100%, purple 150% and legendary 200%. I still hope they add my suggested Request System to the game to solve all groupping problems, rewards comes from the Request System.
Not bad idea but you would still need to give reason to do those. Random CP-booster reward should do, green 50%, blue 100%, purple 150% and legendary 200%. I still hope they add my suggested Request System to the game to solve all groupping problems, rewards comes from the Request System.
DaveMoeDee wrote: »NewBlacksmurf wrote: »The whole entire zone is a waist as designed. It only had value when the cap was in line with the content.
Honestly they should make silver n gold zones all level 50 and Craglorn levels 52-54 when VR is removed and keep us at 50 with CP's to offset levels but loot changes would be needed. Then the zone begins to make sense as endgame again
Levels past 50 should not exist. They should probably add some other method of indicating difficulty past level 50. The ideal would be a minimum CP recommendation so there is no converting involved.
For leveled zones like Wrothgar, I guess they would do that based off of CP instead of vet level. Perhaps the same for Cyrodiil. It is possible that everything past the main story would have battle leveling.
WalkingLegacy wrote: »I hope they don't waste more dev time on solo content.
Spend dev time making a dynamic system such as content that evolves depending on how many people are in a group 1-4. Don't mind the instanced delves so much as the locked to this size only content.
The main problem is in my opinion to find a group/mates who are at the same quest stage as you are. The only time Craglorn runs smooth is when you do everything with the same persons from start to goal. It's almost impossible to find mates that are at the same stage on the main story. It's better with the other ones like Shada's Tear and Skyreach Catacombs though.
I don't see how nameplates, scrolling combat text, buff trackers, cross-faction grouping or new objectives in Cyrodiil can be monetised, but they're spending dev time on all of those things. That's the point of QoL updates.Unless they could find a way to justify selling a re-vamped Craglorn as DLC in the crown store, don't expect to see them do anything with Craglorn ever.
Basically, like everything else in this game, if it's not monetize-able in the crown store, it's not going to get any developer time ever again.
WalkingLegacy wrote: »I hope they don't waste more dev time on solo content.
Are the group quest locations like Shada's Tear, Spellscar, and Skyreach also instanced to the group? Would it be a good idea to include those in this QoL change as well?
Ah right, thanks. In which case, it wouldn't make much sense to make them public. There's no storylines attached to the delves though, so is there a good reason to not make those public? I agree that there needs to be more incentive to go to them, but surely making it easier to get a group once inside could only help that.They are instanced. They are essentially a group dungeon like the Undaunted dungeons, with a storyline, so it would make even less sense to make them public than it does making the delves public.Are the group quest locations like Shada's Tear, Spellscar, and Skyreach also instanced to the group? Would it be a good idea to include those in this QoL change as well?
It's actually a load more than that. Craglorn has 18 Group Delves, and 7 other places with those repeatable dailies that take place in a Group instance (Rahni'Za, Seeker's Archive, Shada's Tear, Skyreach Catacombs, Skyreach Hold, Skyreach Pinnacle, and Spellscar). That gives 25 locations designed for group play which are mostly being ignored.I don't think it should be made a solo zone(except yes, remove the damn "need 4 people to press levers" sh...stuff, it's just dumb), I think it should be buffed to appropriate(as in, not easily soloable) group level and given rewards that'd make it worth it. And then ta da! - we have like what...12?..."new" group dungeons to do/farm, wouldn't that be great?
Ah right, thanks. In which case, it wouldn't make much sense to make them public. There's no storylines attached to the delves though, so is there a good reason to not make those public? I agree that there needs to be more incentive to go to them, but surely making it easier to get a group once inside could only help that.They are instanced. They are essentially a group dungeon like the Undaunted dungeons, with a storyline, so it would make even less sense to make them public than it does making the delves public.Are the group quest locations like Shada's Tear, Spellscar, and Skyreach also instanced to the group? Would it be a good idea to include those in this QoL change as well?It's actually a load more than that. Craglorn has 18 Group Delves, and 7 other places with those repeatable dailies that take place in a Group instance (Rahni'Za, Seeker's Archive, Shada's Tear, Skyreach Catacombs, Skyreach Hold, Skyreach Pinnacle, and Spellscar). That gives 25 locations designed for group play which are mostly being ignored.I don't think it should be made a solo zone(except yes, remove the damn "need 4 people to press levers" sh...stuff, it's just dumb), I think it should be buffed to appropriate(as in, not easily soloable) group level and given rewards that'd make it worth it. And then ta da! - we have like what...12?..."new" group dungeons to do/farm, wouldn't that be great?