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Scale Craglorn

  • Pomaikai
    Pomaikai
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    I enjoy the Craglorn story line. I enjoy the quests. I enjoy the group content. I really enjoy the scenery. I like Craglorn a lot. But the EXP needs to be un-nerfed, and the rewards need to be scaled upwards. I don't care if they don't scale the crafting nodes. Keep it all Void stuff. Just make the dropped set armor scale higher. Keep the trash drops at the level they are. No rubedite, rubedo, or ancestor silk drops (although the quest reward containers now actually contain those as rewards now) from mobs. I'm okay with them wanting to keep pushing people towards the paid DLC's as I want them to continue making money so I can keep playing the game I love. Just raise the dropped set armor to Vr15 and Vr16 and give us back our EXP while questing and playing there.

    Is a happy medium too much to ask?
  • Dromede
    Dromede
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    Enodoc wrote: »
    keybaud 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.

    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 <3
    Edited by Dromede on April 12, 2016 8:05PM
    Skye Cloude - Sorc DPS, Master Crafter. Main, the bestest
    Lae Lenne - Templar Healer Trial grade.
    Dromede - Stamina Nightblade, she's a newb and doesn't know what she's doing
    V'oghatta - Stamplar pretending to be a tank
    Ulville Thonvella - aspiring Fire Mage, be careful around her fire sticks!
    Dromedaris - lost and not found. Named after a shoe, what else can you expect from her? A proper tank in her wildest dreams
    Swims-Naked - too pretty to grind, too silly to quest.
    Sun Flair - Dunmer Templar that can't spell for life. To bad she's too broke to afford a name change... Well, at least she's pretty...
  • emily3989
    emily3989
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    keybaud 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?
    Thasi - V16 Magblade Vampire PC/NA
  • Shadesofkin
    Shadesofkin
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    emily3989 wrote: »
    keybaud 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?

    I think that sort of thing wouldn't be a bad idea, I've never been a fan of the phasing they did with quests throughout the original zones as it was.

    Still, I do really think those adventure zone ideas were gems, they just needed "something more" to make them worthy of keeping up with the Imperial City, Wrothgar, and Hews Bane.

    I really hope Murkmire is still in the works for an update and turns out to be the new and improved Craglorn if nothing else.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • Annalyse
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    I would pay money to buy a scaled version from the crown store if they made it. Right now all I do in Craglorn are writs and surveys. It would be like a whole new DLC for me if they scaled it and I would love to be able to explore and quest in that region.
  • Vaoh
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    I'd 100"% support Craglorn being scaled up. Considering it is a pretty cool zone and I never had any reason to explore due to low XP, scaling would be nice.

    EDIT: Vet ranks are being removed with Dark Brotherhood. Give ZOS time and let's see if it gets naturally updated once that patch rolls in.
    Edited by Vaoh on April 12, 2016 9:13PM
  • Slonekb05
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    Yup 100% with op. All should be scaled, as well as oposing alliance zones.
  • NewBlacksmurf
    NewBlacksmurf
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    Dromede wrote: »
    Enodoc wrote: »
    keybaud 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.

    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 <3

    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 .....
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • luen79rwb17_ESO
    luen79rwb17_ESO
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    Craglorn is like a legacy zone, a living memory of the times of 1.1, vet ranks, and what was called "adventure zones" back in the day.
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • Mojmir
    Mojmir
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    just reverse the xp nerf,ill go back
  • Enodoc
    Enodoc
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    emily3989 wrote: »
    keybaud 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?
    That requirement was removed ages ago. You still need four people, but they don't all need to have the quest.

    Dromede wrote: »
    Enodoc wrote: »
    keybaud 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.
    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 <3
    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 .....
    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.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • badbeansnub18_ESO
    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.
  • Enodoc
    Enodoc
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    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.
    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.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Korah_Eaglecry
    Korah_Eaglecry
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    keybaud 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.

    At some point theyll need to go back and scale it. It could happen with DB or it could happen a year or two from now. But rest assured future content will continue to roll out with level scaling.
    Penniless Sellsword Company
    Captain Paramount - Jorrhaq Vhent
    Korith Eaglecry * Enrerion Aedihle * Laerinel Rhaev * Caius Berilius * Seylina Ithvala * H'Vak the Grimjawl
    Tenarei Rhaev * Dazsh Ro Khar * Yynril Rothvani * Bathes-In-Coin * Anaelle Faerniil * Azjani Ma'Les
    Aban Shahid Bakr * Kheshna gra-Gharbuk * Gallisten Bondurant * Etain Maquier * Atsu Kalame * Faulpia Severinus
    What is better, to be born good, or to overcome your evil nature through great effort? - Paarthurnax
  • Arthmoor
    Arthmoor
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    I've mentioned it before in another thread, but as far as nodes - there's already a nice natural break in the zone. Upper Craglorn would be perfect to raise to Rubedite/Rubedo/Ruby Ash/Ancestor Silk. Keep the same chance for Nirncrux as there is now. Bam. You've solved one problem for a guaranteed area to find those materials. No need to scale them. This alone might bring more people in. I've spent many nights literally alone all over the whole zone just farming away.

    As far as quest dungeons, dropping the mandatory 4 man group would probably be good. Even with guildmates on at the hours I play there's never enough of us for that and on the few occasions there were, nobody wanted to bother because it doesn't drop VR16 loot.

    I tried running some of the quests solo and found I was able to do quite a bit in various different quest lines only to hit a silly 4 man barrier of some sort and be forced to abandon the quest and leave. I guarantee you, this is why nobody goes anywhere outside of Belkarth other than to farm. Nobody even bothers killing world mobs because the xp is so atrociously bad. You'll get better results grinding scorpions in Hew's Bane.

    From all I've seen the zone has a good story and cool locations. There's just no incentive for anyone to care and it's kind of sad.
  • Dromede
    Dromede
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    Dromede wrote: »
    Enodoc wrote: »
    keybaud 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.

    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 <3

    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 .....

    To learn the answer to this question, we have to wait on for the official thread. I've been up and down this forum, and so far we have no legit information, only reasonable guesses about anything DB related(

    But bottom line - the precedent is already here with DLC zomes. We know at least it can be done.
    Skye Cloude - Sorc DPS, Master Crafter. Main, the bestest
    Lae Lenne - Templar Healer Trial grade.
    Dromede - Stamina Nightblade, she's a newb and doesn't know what she's doing
    V'oghatta - Stamplar pretending to be a tank
    Ulville Thonvella - aspiring Fire Mage, be careful around her fire sticks!
    Dromedaris - lost and not found. Named after a shoe, what else can you expect from her? A proper tank in her wildest dreams
    Swims-Naked - too pretty to grind, too silly to quest.
    Sun Flair - Dunmer Templar that can't spell for life. To bad she's too broke to afford a name change... Well, at least she's pretty...
  • hrothbern
    hrothbern
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    Enodoc wrote: »
    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)

    When we talk about scaling Craglorn: yes.... a nice suggestion @Enodoc , that will cover most if not all our wishes :)
    I hope ZOS will do something like that in due time.
    And perhaps that will contain as well a general difficulty slider for all areas. Also for the current endgame areas that will be "too easy" in another couple of years.

    For a start, it would already be a big improvement if the condition to have the required number of 4 in a group is deleted by ZOS.
    That is just a decision of ZOS, not involving real coding resources.

    IF ZOS, despite the minimal coding effort to open up Craglorn, takes the principle stance that the Group Delves of Craglorn MUST be kept as a forced group event.....
    for my feeling a kind of a waste....
    ok... it is their game..... so be it.

    In that case I will only be in Belgarth for the traders, sometimes in DSA and my alts will pass through the solo/duo content for the normal content and the Skyshards.

    I will miss those achievements... but I have enough to do atm in other areas. Especially grinding some BOP Wrothgar armor sets with the right traits and getting the purple Jewelry.



    Edited by hrothbern on April 14, 2016 7:37AM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • khele23eb17_ESO
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    I would love them to do it but they won't because... money.
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • bloodenragedb14_ESO
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    id like all zones to have scaled pve, id really love to just explore all the old solo dungeons on my vr16, and not kill everything just by a finger flick
  • lardvader
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    +1

    Yes please scale Craglorn - you can keep it as group content but at least make it scale to v16. I'm currently collecting the skyshards there but without scaling the loot and xp is not that interesting.
    CP 1200+ PC EU EP
  • Cillion3117
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    I agree.
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