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.
Shadesofkin wrote: »@Shadesofkin
Yeah, as it has been said before in the thread they should also remove the 4 man party requirement.
Thing is, when I did Craglorn (way back in the days of yore and subscription requirements) I loved the 4-man aspect of it. I thought the entire adventure zone idea was brilliant and I still do, so I don't want to see the removal of the 4-man triggers.
Still, as everyone says, there should be something done.
Shadesofkin wrote: »@Shadesofkin
Yeah, as it has been said before in the thread they should also remove the 4 man party requirement.
Thing is, when I did Craglorn (way back in the days of yore and subscription requirements) I loved the 4-man aspect of it. I thought the entire adventure zone idea was brilliant and I still do, so I don't want to see the removal of the 4-man triggers.
Still, as everyone says, there should be something done.
But to my understanding, all 4 have to be on that quest as well - which would make it very difficult even getting guilde mates to pop in and help, or rather getting 4 people together that happen to be on the same quest. At least remove this requirement?
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.
As the rest of the scaled endgame zones, a player entering them gets scaled to v16. That covers suggestion to introduce v15 mat crafting nodes for players with no access to DLC - may be not as common as they are in Hew's Bane, that would be an overkill i think.
I mean, that zone is beautiful and the questline is well thought out. I love trials, i loved questing there with my friends when it was level appropriate. Now i show up there once a month maybe for some lousy fishing and crux farming. I really feel like this zone deserves so much better
That requirement was removed ages ago. You still need four people, but they don't all need to have the quest.But to my understanding, all 4 have to be on that quest as well - which would make it very difficult even getting guilde mates to pop in and help, or rather getting 4 people together that happen to be on the same quest. At least remove this requirement?Shadesofkin wrote: »Thing is, when I did Craglorn (way back in the days of yore and subscription requirements) I loved the 4-man aspect of it. I thought the entire adventure zone idea was brilliant and I still do, so I don't want to see the removal of the 4-man triggers.@Shadesofkin
Yeah, as it has been said before in the thread they should also remove the 4 man party requirement.
Still, as everyone says, there should be something done.
Indeed. You can't be scaled like you are in endgame zones now, because now you are scaled to VR16, and VR16 will not exist.NewBlacksmurf wrote: »I think the question to me was....thisAs the rest of the scaled endgame zones, a player entering them gets scaled to v16. That covers suggestion to introduce v15 mat crafting nodes for players with no access to DLC - may be not as common as they are in Hew's Bane, that would be an overkill i think.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.
I mean, that zone is beautiful and the questline is well thought out. I love trials, i loved questing there with my friends when it was level appropriate. Now i show up there once a month maybe for some lousy fishing and crux farming. I really feel like this zone deserves so much better
Because Craglorn isn't scaled now and isn't pending being scaled prior to the release Dark Brotherhood where we believe Vr will be removed the how doesn't seem to be answered in your reply. I had ideas shared earlier but what are your ideas cause we don't know how the scaled zones will be scaled either .....
Having a full group makes some of it easier, but you only actually need a full group three times (I think it's 3), to open some doors. Most of the standard stuff can be soloed with the right build.badbeansnub18_ESO wrote: »The problem is Craglorn is you need a full group to do the standard stuff. It needs to be retooled to draw people there in all forms. You got the solo'er, the duo'er, 3 people and 4 people. Don't make 4 people required all the time. I skipped Craglorn because I couldnt get into a group to do stuff. So i left the zone too.
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: »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.
As the rest of the scaled endgame zones, a player entering them gets scaled to v16. That covers suggestion to introduce v15 mat crafting nodes for players with no access to DLC - may be not as common as they are in Hew's Bane, that would be an overkill i think.
I mean, that zone is beautiful and the questline is well thought out. I love trials, i loved questing there with my friends when it was level appropriate. Now i show up there once a month maybe for some lousy fishing and crux farming. I really feel like this zone deserves so much better
I think the question to me was....this
Because Craglorn isn't scaled now and isn't pending being scaled prior to the release Dark Brotherhood where we believe Vr will be removed the how doesn't seem to be answered in your reply. I had ideas shared earlier but what are your ideas cause we don't know how the scaled zones will be scaled either .....
When VRs are removed, there will be no VR1 - VR16 to scale to, so it won't be possible to scale Craglorn (or the Silver/Gold zones). It won't be long now before we find out what the VR removal is going to do to these zones (it's going to have to do something), so we should probably wait until after that, or come up with suggestions that have that at the forefront.
Here's my suggestion:
- Introductory point: VRs are removed, so it is already the case that VR1-16 can do it together, as everyone is Level 50.
- Craglorn (increased viability and ease of grouping):
- Make all Group Delves public instead of instanced (like levelling zone delves already are)
- Add most of the Group Dailies to the Dungeon Finder (the ones that take place in instances)
- Restore the "World" part of the LFG tool, so groups can be created for the rest of the Group Dailies, as well as Anomalies/Burial Sites/Nirn Mines
- Remove any forced grouping restriction (x players to open this door)
- Silver/Gold Zones (maintaining progression with no VRs):
- Having more CPs makes content easier, so gear each Silver/Gold zone to a certain number of CPs...
- ...but don't make it so that all the Gold zones are harder than the Silver zones
- Primary progression is between tiers, rather than between Silver and Gold (Gold Zone 1 shouldn't being balanced to a higher CP number than Silver Zone 5, as that doesn't help the "visit either alliance first" ethos at all; people want to be able to choose one or the other or neither)
- For example:
Silver Zone 1 - 0 CP
Gold Zone 1 - 12 CP
Silver Zone 2 - 42 CP
Gold Zone 2 - 54 CP
Silver Zone 3 - 84 CP
Gold Zone 3 - 96 CP
Silver Zone 4 - 126 CP
Gold Zone 4 - 158 CP
Silver Zone 5 - 168 CP
Gold Zone 5 - 180 CP- Level 50 version of your home territory (with dailies so there's something to do there)