I don't understand it. I've played MMOGs like Ragnarok Online or Lineage II where the type of activity I'm suggesting here was like 90% of the game at some point. Is it that absurd to think about the possibility to have something like that in ESO? O_oA lot of people around here don't like group content. Goodness knows why. They play this game basically as a single player game, and sadly Zenimax is making less and less group content and more solo stuff.
Not massive, just as good as Public dungeons are for groups of 1-2.Rune_Relic wrote: »No, like open non-instanced zones with strong monsters where groups of more than 2 players can continuously hunt for XP and loot comparable to what you would get from soloing in a Public dungeon for the same amount of time.you mean like veteran dungeons?
Edit: And other groups and players would be in the same zone with you (which is why it should be at least as large as let's say Old Orsinium).
You mean you want a grinding zone ?
With no function other than massive xp, gold and gear.
But that would just make grinding alone or in a group of 2 even better for XP (and it already is the best way to gain XP by far). The dungeons would still be easy enough to solo on a good build (they were easy enough to solo before the nerf).NewBlacksmurf wrote: »I think they just could increase difficulty like at PC launch and it be fine.
Increased difficulty and therefore increased exp per kill.
But that would just make grinding alone or in a group of 2 even better for XP (and it already is the best way to gain XP by far). The dungeons would still be easy enough to solo on a good build (they were easy enough to solo before the nerf).NewBlacksmurf wrote: »I think they just could increase difficulty like at PC launch and it be fine.
Increased difficulty and therefore increased exp per kill.
Ok, so that would more or less turn the existing Public Dungeons into what I suggested as new Public Group Dungeons I guess?NewBlacksmurf wrote: »But that would just make grinding alone or in a group of 2 even better for XP (and it already is the best way to gain XP by far). The dungeons would still be easy enough to solo on a good build (they were easy enough to solo before the nerf).NewBlacksmurf wrote: »I think they just could increase difficulty like at PC launch and it be fine.
Increased difficulty and therefore increased exp per kill.
...at launch, they were harder but I'm saying not solo-able for any build and on top of that, increase the exp along with that difficulty.
I made an edit as well to phase out groups from non-groups as that logic makes sense for grinders vs those who want to remain solo but play through with others. Not sure how else it would phase so maybe 4 or more is phased out.
Ok, so that would more or less turn the existing Public Dungeons into what I suggested as new Public Group Dungeons I guess?NewBlacksmurf wrote: »But that would just make grinding alone or in a group of 2 even better for XP (and it already is the best way to gain XP by far). The dungeons would still be easy enough to solo on a good build (they were easy enough to solo before the nerf).NewBlacksmurf wrote: »I think they just could increase difficulty like at PC launch and it be fine.
Increased difficulty and therefore increased exp per kill.
...at launch, they were harder but I'm saying not solo-able for any build and on top of that, increase the exp along with that difficulty.
I made an edit as well to phase out groups from non-groups as that logic makes sense for grinders vs those who want to remain solo but play through with others. Not sure how else it would phase so maybe 4 or more is phased out.
Edit: Except for the phasing which I didn't get
What I'm suggesting is a zone like current Public Dungeons with harder monsters. People just enter and hunt there, no queueing involved. You can encounter other players in there that are not in your group because it's a Public dungeon. No maximum to group size, but XP are split. Monsters hit very hard and have a lot of Health.NewBlacksmurf wrote: »Ok, so that would more or less turn the existing Public Dungeons into what I suggested as new Public Group Dungeons I guess?NewBlacksmurf wrote: »But that would just make grinding alone or in a group of 2 even better for XP (and it already is the best way to gain XP by far). The dungeons would still be easy enough to solo on a good build (they were easy enough to solo before the nerf).NewBlacksmurf wrote: »I think they just could increase difficulty like at PC launch and it be fine.
Increased difficulty and therefore increased exp per kill.
...at launch, they were harder but I'm saying not solo-able for any build and on top of that, increase the exp along with that difficulty.
I made an edit as well to phase out groups from non-groups as that logic makes sense for grinders vs those who want to remain solo but play through with others. Not sure how else it would phase so maybe 4 or more is phased out.
Edit: Except for the phasing which I didn't get
No because this shouldn't be something we queue for.
I think the current setup is great with the two exceptions.
-they should not be solo-able as a whole. Parts, yes, but not the whole thing
-cause ppl grind them as they are the best source of exp....4 or more should phase.
Mix and match.....maybe 4 or more phased is harder while non-phased is the same as today...
It should not be as hard as trials, just hard enough that it's more efficient to hunt in a group of 4 players or more (larger groups split the XP among more players but kill have faster). In groups of just 2 players it would take too long to kill the enemies and you would take too much damage for it to be efficient in most setups.failkiwib16_ESO wrote: »What you describe sounds like 12 mans trials.
It should not be as hard as trials, just hard enough that it's more efficient to hunt in a group of 4 players or more (larger groups split the XP among more players but kill have faster). In groups of just 2 players it would take too long to kill the enemies and you would take too much damage for it to be efficient in most setups.failkiwib16_ESO wrote: »What you describe sounds like 12 mans trials.
Edit: Also, what I'm suggesting is not instanced to your group. It would be like a Public Dungeon is now where you can encounter other players that are not in your group.
Hm, you're right that's actually pretty close to it, yes!!failkiwib16_ESO wrote: »It should not be as hard as trials, just hard enough that it's more efficient to hunt in a group of 4 players or more (larger groups split the XP among more players but kill have faster). In groups of just 2 players it would take too long to kill the enemies and you would take too much damage for it to be efficient in most setups.failkiwib16_ESO wrote: »What you describe sounds like 12 mans trials.
Edit: Also, what I'm suggesting is not instanced to your group. It would be like a Public Dungeon is now where you can encounter other players that are not in your group.
Well that sounds like Imperial City sewers.... with pvp excluded.
What I'm suggesting is a zone like current Public Dungeons with harder monsters. People just enter and hunt there, no queueing involved. You can encounter other players in there that are not in your group because it's a Public dungeon. No maximum to group size, but XP are split. Monsters hit very hard and have a lot of Health.NewBlacksmurf wrote: »Ok, so that would more or less turn the existing Public Dungeons into what I suggested as new Public Group Dungeons I guess?NewBlacksmurf wrote: »But that would just make grinding alone or in a group of 2 even better for XP (and it already is the best way to gain XP by far). The dungeons would still be easy enough to solo on a good build (they were easy enough to solo before the nerf).NewBlacksmurf wrote: »I think they just could increase difficulty like at PC launch and it be fine.
Increased difficulty and therefore increased exp per kill.
...at launch, they were harder but I'm saying not solo-able for any build and on top of that, increase the exp along with that difficulty.
I made an edit as well to phase out groups from non-groups as that logic makes sense for grinders vs those who want to remain solo but play through with others. Not sure how else it would phase so maybe 4 or more is phased out.
Edit: Except for the phasing which I didn't get
No because this shouldn't be something we queue for.
I think the current setup is great with the two exceptions.
-they should not be solo-able as a whole. Parts, yes, but not the whole thing
-cause ppl grind them as they are the best source of exp....4 or more should phase.
Mix and match.....maybe 4 or more phased is harder while non-phased is the same as today...
I wouldn't mind itHm, you're right that's actually pretty close to it, yes!!failkiwib16_ESO wrote: »It should not be as hard as trials, just hard enough that it's more efficient to hunt in a group of 4 players or more (larger groups split the XP among more players but kill have faster). In groups of just 2 players it would take too long to kill the enemies and you would take too much damage for it to be efficient in most setups.failkiwib16_ESO wrote: »What you describe sounds like 12 mans trials.
Edit: Also, what I'm suggesting is not instanced to your group. It would be like a Public Dungeon is now where you can encounter other players that are not in your group.
Well that sounds like Imperial City sewers.... with pvp excluded.
Edit: Though Imperial City Sewers is still too easy, of course. Sewers that get gradually more difficult towards the center so only groups can hunt there, without PvP, that's pretty much what I would love to see added to the game
My idea was that XP would get split among group members so that groups with 24 members wouldn't be efficient anymore, but 4-9 players would be the ideal group size.Basically you want public dungeons buffed so they actually become what they were originally supposed to be - PUBLIC open instances supposed to be done by groups and not optimal for soloing.
But we can't have stuff buffed because then someone wearing 7/7 set-less heavy armor and using a destro staff with 9k health at v16 might not be able to complete it without having to ask other people for help or even, gods forbid, reslotting some skills or even reconsidering his build
Tbh I think I prefer instanced dungeons to avoid running into randoms but rather stay with friends; however, even most group instances can be soloed by now so welp. IF we actually could have any challenging small-group content at all that'd be great, in any form really(since right now like only challenging 4 man content is Sanctum). In an open instance though we'll 99.999% have either 24 people zergs(see Wrothgar WB) facerolling it for loot and xp or have it nerfed a week after launch(see dungeons).
If you don't have a group of 4 or more players it wouldn't be efficient. A solo player or a group of 2 would get more XP and loot hunting in a Public dungeon instead in the same time. I don't ask for better XP and loot than you can get in the existing Public Dungeons in Wrothgar or in the Imperial City Sewers. A group of 24 wouldn't be efficient as XP would get split among all players and loot reduced based on the number of players that got an XP share from the monster.I guess you were not around during the beta and PC release, where you would see 20-30 people camping delve bosses for their exp and loot.
This is essentially what a non-instanced, high-yield zone would result in. It wouldn't just be you and your buddies, it would be much much more. If ZOS implemented such a zone, then EVERYBODY would be there. Not to mention, such an influx of gold, gear, and experience would kill the game's economy and leveling system.
I'm fine with just having harder content. Having harder versions of public dungeons would answer the difficulty and non-instanced criteria, but the only downside would be the hundreds of V16's looking for their next CP/gold grind spots. Not sure how a mass grind spot would be beneficial to the game.
My question, is that you want something open-world and a difficulty were a 4-person group is needed, what is preventing, 10 different groups, each with 4 people, or maybe even 40 solo players, from massing these bosses for their amazing loot and exp drops? All of a sudden your '4-person group difficulty' is now too easy for the 40 people who are there.
I just added a comment to the original post how I would prevent thisI see a lot of leeching coming out of this idea of divided loot. Tag the monster, get as much loot as those actually fighting. Now you and your buddies are upset that someone else has now taken an equal piece of the loot. Not sure how you would implement something to counteract that. A DPS threshold would not suit the tank/healer. Also if the number of players fighting grows it will be harder to scale that threshold.
I am all for Veteran Public Dungeons, but I see a lot of tempers flaring with this model, especially when you may have 2-3 groups contesting over the same grind spots.
I understand where your idea is coming from, and I like the idea of harder content, but too many downsides will result in nerfing the difficulty/exp rate/loot/etc. Just look at every other piece of non-instanced content pushed out, especially group-based.