dodgehopper_ESO wrote: »Scale Craglorn like Wrothgar and Hew's Bane.
At the moment it's pretty much pointless, other than for getting Nirn, it should all be scaled as well as the Trials to actually make it worth something. Scale it so it can all be done from VR 1 to VR 16 together.
This is the same mistake I see a lot of other MMO's falling prey to. They create interesting content that no one does because it is no longer rewarding in any way shape or form. By making everything scaleable they can keep us interested in a wide array of choices. Let US choose what we feel like playing, you'll make more money ZoS.
NewBlacksmurf wrote: »dodgehopper_ESO wrote: »Scale Craglorn like Wrothgar and Hew's Bane.
At the moment it's pretty much pointless, other than for getting Nirn, it should all be scaled as well as the Trials to actually make it worth something. Scale it so it can all be done from VR 1 to VR 16 together.
This is the same mistake I see a lot of other MMO's falling prey to. They create interesting content that no one does because it is no longer rewarding in any way shape or form. By making everything scaleable they can keep us interested in a wide array of choices. Let US choose what we feel like playing, you'll make more money ZoS.
I'm going to give ZOS the benefit of doubt (scary I know) and hope that Craglorn is not scaled because the removal of Vr hadn't been finalized. My hope is Craglorn will get scaled within 4 months after VR removal
How would you scale Craglorn after VRs are removed? They will have removed the exact thing that determines scaling.NewBlacksmurf wrote: »I'm going to give ZOS the benefit of doubt (scary I know) and hope that Craglorn is not scaled because the removal of Vr hadn't been finalized. My hope is Craglorn will get scaled within 4 months after VR removaldodgehopper_ESO wrote: »This is the same mistake I see a lot of other MMO's falling prey to. They create interesting content that no one does because it is no longer rewarding in any way shape or form. By making everything scaleable they can keep us interested in a wide array of choices. Let US choose what we feel like playing, you'll make more money ZoS.Scale Craglorn like Wrothgar and Hew's Bane.
At the moment it's pretty much pointless, other than for getting Nirn, it should all be scaled as well as the Trials to actually make it worth something. Scale it so it can all be done from VR 1 to VR 16 together.
It's VR1, but yeah. I think keeping the difficulty as it is (and removing the door restrictions) would be best. That would keep it as content designed for, and therefore manageable by, groups of 4, but it would also be doable as challenging content for solo players.Craglorn doesn't need to be 'scaled' as much as it needs to have those annoying multi-player switches removed so everyone could play there. As for difficulty, someone who isn't max level but tried the content as soon as it is available, VR5 I believe, might find it difficult at its current difficulty.
.
I don't play ESO because it's an online game, I play it because it's a game with awesome content, fun quests, and is constantly being updated and expanded and will last for years... along with having other players whose involvement brings variety to the game experience. No matter how many times I've leveled a new character, the leveling itself is always unique thanks to encountering other players along the way. These are all things you don't find in a single player game, and no, we don't need to 'make friends' or socialize with anyone in order to enjoy the game. However, the enjoyment could be even greater if they would open up Craglorn to make it completely soloable, which would breathe new life into the old zone.
Callous2208 wrote: »Callous2208 wrote: »I am with you on this mate. I have campaigned for this in threads as well. One of the best designed zones in the game is utterly wasted. I know the naysayers scream and cry that forced group content is a bad idea but come on. This game is now 90% soloable and we all know the dungeons like the back of our hands. Open world, scaled group content is sorely needed. Craglorn fits this bill. Daily quest delves, scaled rewards, motif drops, and boom. Craglorn is alive again.
And that's because the majority of players play this game SOLO. Forced group content turns off the majority of players and thus makes the content worthless to them... and as you can see from the results, it sits idle since nobody wants to group to play them and as newer DLCs are released, it makes Craglorn even less appealing. However, if they removed the group 'switches' from the area, I am betting that you'd see a resurgence of Craglorn as the soloists who never ventured there before because they've heard it's a 'group only' area would then go there to complete it.
And yet there is a large group saying they are bored but don't want to complete silver or gold because it's a tedious lonely grind. People really need to branch out and make a few friends in this mmo. I wouldn't even mind if it was content meant for a 2 man squad. This constant solo content is getting stale.
It might be getting stale for YOU and some others... but when the majority of players are solo players, who would you rather risk alienating, a minority group or the majority?
I've heard, albeit not confirmed by ZOS that I know of, that they are working on another DLC that is more 'group' oriented... although I would expect that this zone would be soloable as well, or risk the DLC not selling to the majority of players.
I don't play ESO because it's an online game, I play it because it's a game with awesome content, fun quests, and is constantly being updated and expanded and will last for years... along with having other players whose involvement brings variety to the game experience. No matter how many times I've leveled a new character, the leveling itself is always unique thanks to encountering other players along the way. These are all things you don't find in a single player game, and no, we don't need to 'make friends' or socialize with anyone in order to enjoy the game. However, the enjoyment could be even greater if they would open up Craglorn to make it completely soloable, which would breathe new life into the old zone.
How would that work for people who don't buy that DLC? They wouldn't maintain two different versions of the same zone depending on whether you had the DLC or not.I would even be happy if GREATER CRAGLORN (updated, scalsble, soloable) was say a half-price DLC upgrade to pay for the work.
That's just giving you a level-appropriate reward, it's got nothing to do with scaling. Scaling is when the player's stats are altered based on the content. Current battle-level scaling in Cyrodiil and Wrothgar takes your stats and applies a modifier to them so that they are similar to what a VR16 player would have, since with increased VRs you get more health/magicka/stamina and more attribute points to spend. You don't get attribute points with CP so I don't see what they could base any scaling on."How would you scale Craglorn after VRs are removed? They will have removed the exact thing that determines scaling."
Nope. Scaling for gear and difficulty AFTER "VR to CP" will just run off CP.
So by "scaling" Craglorn, the drop and awards would be at a CP level appropriate to your character or skill, like in the DLC now.
Callous2208 wrote: »Callous2208 wrote: »Callous2208 wrote: »I am with you on this mate. I have campaigned for this in threads as well. One of the best designed zones in the game is utterly wasted. I know the naysayers scream and cry that forced group content is a bad idea but come on. This game is now 90% soloable and we all know the dungeons like the back of our hands. Open world, scaled group content is sorely needed. Craglorn fits this bill. Daily quest delves, scaled rewards, motif drops, and boom. Craglorn is alive again.
And that's because the majority of players play this game SOLO. Forced group content turns off the majority of players and thus makes the content worthless to them... and as you can see from the results, it sits idle since nobody wants to group to play them and as newer DLCs are released, it makes Craglorn even less appealing. However, if they removed the group 'switches' from the area, I am betting that you'd see a resurgence of Craglorn as the soloists who never ventured there before because they've heard it's a 'group only' area would then go there to complete it.
And yet there is a large group saying they are bored but don't want to complete silver or gold because it's a tedious lonely grind. People really need to branch out and make a few friends in this mmo. I wouldn't even mind if it was content meant for a 2 man squad. This constant solo content is getting stale.
It might be getting stale for YOU and some others... but when the majority of players are solo players, who would you rather risk alienating, a minority group or the majority?
I've heard, albeit not confirmed by ZOS that I know of, that they are working on another DLC that is more 'group' oriented... although I would expect that this zone would be soloable as well, or risk the DLC not selling to the majority of players.
I don't play ESO because it's an online game, I play it because it's a game with awesome content, fun quests, and is constantly being updated and expanded and will last for years... along with having other players whose involvement brings variety to the game experience. No matter how many times I've leveled a new character, the leveling itself is always unique thanks to encountering other players along the way. These are all things you don't find in a single player game, and no, we don't need to 'make friends' or socialize with anyone in order to enjoy the game. However, the enjoyment could be even greater if they would open up Craglorn to make it completely soloable, which would breathe new life into the old zone.
I understand your views on this, and I respect them, I really do. This is how I always played the game as well and I also will continue to enjoy the added content and quests. I do hope that there are plans for more group content, but I do not hope it is soloable. If it is soloable, then it's not group content. I think there are more players looking for challenging group content than you may think. At v16, with max cp's, everything solo that comes out is so faceroll easy, you could practically smash your face on the keyboard and wipe an entire maps worth of mobs. All new characters I create can do the same, even if I limit my own cp usage. This means that even by slowing down and really immersing yourself in the quests, you will still burn through all new content faster than you'd like and be left with very little to do. Back in the early days of eso, seeing other players in the world was a great thing, especially at VR levels. Dolmens, world bosses, hell even regular mobs were challenging enough that a timely heal or helpful cc meant the difference in clearing the enemies or wiping. Other players are now a hindrance in this game which is 99% solo content. With one cast they will clear out the quest mobs, beat the boss, and finish the dolmen before they realize I am even there and then be on their way. This is not a good thing. When the majority of casual and newer players reach the point that I, you, and many more have, they will understand this better. This is an Elder Scrolls game, which is why I love it. It is also however an mmo, a genre I also enjoy, and not a single player title. By all means continue to add more easy solo content to advance the story, they are doing a great job of this. But don't pretend that this is a single player title where other players just happen to be playing their own single player story along side of you. I feel they can do a job of giving us the best of both worlds.Callous2208 wrote: »Callous2208 wrote: »Callous2208 wrote: »I am with you on this mate. I have campaigned for this in threads as well. One of the best designed zones in the game is utterly wasted. I know the naysayers scream and cry that forced group content is a bad idea but come on. This game is now 90% soloable and we all know the dungeons like the back of our hands. Open world, scaled group content is sorely needed. Craglorn fits this bill. Daily quest delves, scaled rewards, motif drops, and boom. Craglorn is alive again.
And that's because the majority of players play this game SOLO. Forced group content turns off the majority of players and thus makes the content worthless to them... and as you can see from the results, it sits idle since nobody wants to group to play them and as newer DLCs are released, it makes Craglorn even less appealing. However, if they removed the group 'switches' from the area, I am betting that you'd see a resurgence of Craglorn as the soloists who never ventured there before because they've heard it's a 'group only' area would then go there to complete it.
And yet there is a large group saying they are bored but don't want to complete silver or gold because it's a tedious lonely grind. People really need to branch out and make a few friends in this mmo. I wouldn't even mind if it was content meant for a 2 man squad. This constant solo content is getting stale.
It might be getting stale for YOU and some others... but when the majority of players are solo players, who would you rather risk alienating, a minority group or the majority?
I've heard, albeit not confirmed by ZOS that I know of, that they are working on another DLC that is more 'group' oriented... although I would expect that this zone would be soloable as well, or risk the DLC not selling to the majority of players.
I don't play ESO because it's an online game, I play it because it's a game with awesome content, fun quests, and is constantly being updated and expanded and will last for years... along with having other players whose involvement brings variety to the game experience. No matter how many times I've leveled a new character, the leveling itself is always unique thanks to encountering other players along the way. These are all things you don't find in a single player game, and no, we don't need to 'make friends' or socialize with anyone in order to enjoy the game. However, the enjoyment could be even greater if they would open up Craglorn to make it completely soloable, which would breathe new life into the old zone.
I understand your views on this, and I respect them, I really do. This is how I always played the game as well and I also will continue to enjoy the added content and quests. I do hope that there are plans for more group content, but I do not hope it is soloable. If it is soloable, then it's not group content. I think there are more players looking for challenging group content than you may think. At v16, with max cp's, everything solo that comes out is so faceroll easy, you could practically smash your face on the keyboard and wipe an entire maps worth of mobs. All new characters I create can do the same, even if I limit my own cp usage. This means that even by slowing down and really immersing yourself in the quests, you will still burn through all new content faster than you'd like and be left with very little to do. Back in the early days of eso, seeing other players in the world was a great thing, especially at VR levels. Dolmens, world bosses, hell even regular mobs were challenging enough that a timely heal or helpful cc meant the difference in clearing the enemies or wiping. Other players are now a hindrance in this game which is 99% solo content. With one cast they will clear out the quest mobs, beat the boss, and finish the dolmen before they realize I am even there and then be on their way. This is not a good thing. When the majority of casual and newer players reach the point that I, you, and many more have, they will understand this better. This is an Elder Scrolls game, which is why I love it. It is also however an mmo, a genre I also enjoy, and not a single player title. By all means continue to add more easy solo content to advance the story, they are doing a great job of this. But don't pretend that this is a single player title where other players just happen to be playing their own single player story along side of you. I feel they can do a job of giving us the best of both worlds.
I've got an idea for a compromise.
Make the main story of Craglorn soloable, including their respective delves. But everything else like repeatable quests, side quests, other delves etc. Leave that as group content. Something for everybody.......as far as pve goes......
That's just giving you a level-appropriate reward, it's got nothing to do with scaling. Scaling is when the player's stats are altered based on the content. Current battle-level scaling in Cyrodiil and Wrothgar takes your stats and applies a modifier to them so that they are similar to what a VR16 player would have, since with increased VRs you get more health/magicka/stamina and more attribute points to spend. You don't get attribute points with CP so I don't see what they could base any scaling on.
Yeah maybe that's just me. For me, using the term "scaling" without further clarification refers to the character's stats and gear being "scaled up" to a higher level to be able to complete the content and returned to normal afterwards, or the content difficulty being "scaled up" in a solo instance so it remains a challenge. If you want to talk about the way quest rewards are based on your level, which can happen regardless of the player or content being scaled, then I would use the term "levelled" (since it's level is fixed on acquisition and doesn't scale down again when you leave the area). Otherwise it would be good to have clarification of whether you're talking about "scaled rewards" rather than "scaled content".Ok, so, to you the term "scaling"is limited to only Rebalancing characters specs and the gear stuff has its own term?That's just giving you a level-appropriate reward, it's got nothing to do with scaling. Scaling is when the player's stats are altered based on the content. Current battle-level scaling in Cyrodiil and Wrothgar takes your stats and applies a modifier to them so that they are similar to what a VR16 player would have, since with increased VRs you get more health/magicka/stamina and more attribute points to spend. You don't get attribute points with CP so I don't see what they could base any scaling on.
Whatever, but, it seems fairly common, in this thread and others, for scaling to be used ALSO for referring to the gear or reward acquired.
They seem to occur together a lot in the game which might have something to do with folks using one term.
How would you scale Craglorn after VRs are removed? They will have removed the exact thing that determines scaling.NewBlacksmurf wrote: »I'm going to give ZOS the benefit of doubt (scary I know) and hope that Craglorn is not scaled because the removal of Vr hadn't been finalized. My hope is Craglorn will get scaled within 4 months after VR removaldodgehopper_ESO wrote: »This is the same mistake I see a lot of other MMO's falling prey to. They create interesting content that no one does because it is no longer rewarding in any way shape or form. By making everything scaleable they can keep us interested in a wide array of choices. Let US choose what we feel like playing, you'll make more money ZoS.Scale Craglorn like Wrothgar and Hew's Bane.
At the moment it's pretty much pointless, other than for getting Nirn, it should all be scaled as well as the Trials to actually make it worth something. Scale it so it can all be done from VR 1 to VR 16 together.
Callous2208 wrote: »Callous2208 wrote: »Callous2208 wrote: »Callous2208 wrote: »I am with you on this mate. I have campaigned for this in threads as well. One of the best designed zones in the game is utterly wasted. I know the naysayers scream and cry that forced group content is a bad idea but come on. This game is now 90% soloable and we all know the dungeons like the back of our hands. Open world, scaled group content is sorely needed. Craglorn fits this bill. Daily quest delves, scaled rewards, motif drops, and boom. Craglorn is alive again.
And that's because the majority of players play this game SOLO. Forced group content turns off the majority of players and thus makes the content worthless to them... and as you can see from the results, it sits idle since nobody wants to group to play them and as newer DLCs are released, it makes Craglorn even less appealing. However, if they removed the group 'switches' from the area, I am betting that you'd see a resurgence of Craglorn as the soloists who never ventured there before because they've heard it's a 'group only' area would then go there to complete it.
And yet there is a large group saying they are bored but don't want to complete silver or gold because it's a tedious lonely grind. People really need to branch out and make a few friends in this mmo. I wouldn't even mind if it was content meant for a 2 man squad. This constant solo content is getting stale.
It might be getting stale for YOU and some others... but when the majority of players are solo players, who would you rather risk alienating, a minority group or the majority?
I've heard, albeit not confirmed by ZOS that I know of, that they are working on another DLC that is more 'group' oriented... although I would expect that this zone would be soloable as well, or risk the DLC not selling to the majority of players.
I don't play ESO because it's an online game, I play it because it's a game with awesome content, fun quests, and is constantly being updated and expanded and will last for years... along with having other players whose involvement brings variety to the game experience. No matter how many times I've leveled a new character, the leveling itself is always unique thanks to encountering other players along the way. These are all things you don't find in a single player game, and no, we don't need to 'make friends' or socialize with anyone in order to enjoy the game. However, the enjoyment could be even greater if they would open up Craglorn to make it completely soloable, which would breathe new life into the old zone.
I understand your views on this, and I respect them, I really do. This is how I always played the game as well and I also will continue to enjoy the added content and quests. I do hope that there are plans for more group content, but I do not hope it is soloable. If it is soloable, then it's not group content. I think there are more players looking for challenging group content than you may think. At v16, with max cp's, everything solo that comes out is so faceroll easy, you could practically smash your face on the keyboard and wipe an entire maps worth of mobs. All new characters I create can do the same, even if I limit my own cp usage. This means that even by slowing down and really immersing yourself in the quests, you will still burn through all new content faster than you'd like and be left with very little to do. Back in the early days of eso, seeing other players in the world was a great thing, especially at VR levels. Dolmens, world bosses, hell even regular mobs were challenging enough that a timely heal or helpful cc meant the difference in clearing the enemies or wiping. Other players are now a hindrance in this game which is 99% solo content. With one cast they will clear out the quest mobs, beat the boss, and finish the dolmen before they realize I am even there and then be on their way. This is not a good thing. When the majority of casual and newer players reach the point that I, you, and many more have, they will understand this better. This is an Elder Scrolls game, which is why I love it. It is also however an mmo, a genre I also enjoy, and not a single player title. By all means continue to add more easy solo content to advance the story, they are doing a great job of this. But don't pretend that this is a single player title where other players just happen to be playing their own single player story along side of you. I feel they can do a job of giving us the best of both worlds.Callous2208 wrote: »Callous2208 wrote: »Callous2208 wrote: »I am with you on this mate. I have campaigned for this in threads as well. One of the best designed zones in the game is utterly wasted. I know the naysayers scream and cry that forced group content is a bad idea but come on. This game is now 90% soloable and we all know the dungeons like the back of our hands. Open world, scaled group content is sorely needed. Craglorn fits this bill. Daily quest delves, scaled rewards, motif drops, and boom. Craglorn is alive again.
And that's because the majority of players play this game SOLO. Forced group content turns off the majority of players and thus makes the content worthless to them... and as you can see from the results, it sits idle since nobody wants to group to play them and as newer DLCs are released, it makes Craglorn even less appealing. However, if they removed the group 'switches' from the area, I am betting that you'd see a resurgence of Craglorn as the soloists who never ventured there before because they've heard it's a 'group only' area would then go there to complete it.
And yet there is a large group saying they are bored but don't want to complete silver or gold because it's a tedious lonely grind. People really need to branch out and make a few friends in this mmo. I wouldn't even mind if it was content meant for a 2 man squad. This constant solo content is getting stale.
It might be getting stale for YOU and some others... but when the majority of players are solo players, who would you rather risk alienating, a minority group or the majority?
I've heard, albeit not confirmed by ZOS that I know of, that they are working on another DLC that is more 'group' oriented... although I would expect that this zone would be soloable as well, or risk the DLC not selling to the majority of players.
I don't play ESO because it's an online game, I play it because it's a game with awesome content, fun quests, and is constantly being updated and expanded and will last for years... along with having other players whose involvement brings variety to the game experience. No matter how many times I've leveled a new character, the leveling itself is always unique thanks to encountering other players along the way. These are all things you don't find in a single player game, and no, we don't need to 'make friends' or socialize with anyone in order to enjoy the game. However, the enjoyment could be even greater if they would open up Craglorn to make it completely soloable, which would breathe new life into the old zone.
I understand your views on this, and I respect them, I really do. This is how I always played the game as well and I also will continue to enjoy the added content and quests. I do hope that there are plans for more group content, but I do not hope it is soloable. If it is soloable, then it's not group content. I think there are more players looking for challenging group content than you may think. At v16, with max cp's, everything solo that comes out is so faceroll easy, you could practically smash your face on the keyboard and wipe an entire maps worth of mobs. All new characters I create can do the same, even if I limit my own cp usage. This means that even by slowing down and really immersing yourself in the quests, you will still burn through all new content faster than you'd like and be left with very little to do. Back in the early days of eso, seeing other players in the world was a great thing, especially at VR levels. Dolmens, world bosses, hell even regular mobs were challenging enough that a timely heal or helpful cc meant the difference in clearing the enemies or wiping. Other players are now a hindrance in this game which is 99% solo content. With one cast they will clear out the quest mobs, beat the boss, and finish the dolmen before they realize I am even there and then be on their way. This is not a good thing. When the majority of casual and newer players reach the point that I, you, and many more have, they will understand this better. This is an Elder Scrolls game, which is why I love it. It is also however an mmo, a genre I also enjoy, and not a single player title. By all means continue to add more easy solo content to advance the story, they are doing a great job of this. But don't pretend that this is a single player title where other players just happen to be playing their own single player story along side of you. I feel they can do a job of giving us the best of both worlds.
I've got an idea for a compromise.
Make the main story of Craglorn soloable, including their respective delves. But everything else like repeatable quests, side quests, other delves etc. Leave that as group content. Something for everybody.......as far as pve goes......
Brother, you throw in the scaling that to v16 or the Cp equivalent after removal, and this is a compromise I could get behind wholeheartedly.
@Shadesofkin
Yeah, as it has been said before in the thread they should also remove the 4 man party requirement.
Makes no sense that they keep putting so much time into scaleable PVE content DLC when Craglorn is a desolate wasteland that could easily be used as such.
I'll stick a further reason on there too. Atm people with no DLC have no good way to Farm VR 16 Materials, scaling Craglorn would let people do that who don;t own DLC. (Not a personal problem, I'm ESO+)
@emily3989 Nah, it's cool man
Pangnirtung wrote: »Get rid of the multi-player switches and scale loot according to level and Craglorn will be fine.
Right now all that Craglorn has become is a place to travel through while leveling and not a destination.
dodgehopper_ESO wrote: »Scale Craglorn like Wrothgar and Hew's Bane.
At the moment it's pretty much pointless, other than for getting Nirn, it should all be scaled as well as the Trials to actually make it worth something. Scale it so it can all be done from VR 1 to VR 16 together.
This is the same mistake I see a lot of other MMO's falling prey to. They create interesting content that no one does because it is no longer rewarding in any way shape or form. By making everything scaleable they can keep us interested in a wide array of choices. Let US choose what we feel like playing, you'll make more money ZoS.