jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »You guys keep acting like this is something players wanted. ZOS never once said players were behind this change because they complained about difficulty. They said they have numbers they want (or probably need) to meet on content they design. If the content isnt meeting those numbers something is wrong and it needs to be addressed. In this case they decided to reduce the difficulty of those two dungeons and revamp the rest of IC.
Why you ask? Because they spent a LOT of money on IC and hardly anyone is enjoying it. This change didnt come at the request of players. It came at the request of someone up top at ZOS who wants more bang for their buck out of the IC expansion. IC was a disaster. Everyone knows this. While yes I know a select few enjoy it the majority didnt bother buying it or subbing to get it.
So change had to be made. This wasnt because people wanted to do these dungeons but didnt want to bother learning how. Its because ZOS says IC is not meeting the goals they set for it.
Exactly - this is a business decision.
Same goes basically for Craglorn - they will revamp it, because it is not meeting their expectations.
Ive been playing since launch Ive never done even one quest in craglorn. Its the most annoying area Ive ever played in a MMO. All the quests are long (very long) and with phasing its very difficult to find a group on the same part as you. If you arent on the same "phase" you cant help anyone with it. So you end up stuck.
They changed this a long time ago. You only need 4 people to do some of them. They don't even need the quest.
Well like I said when it came out I was not happy with it. Never went back. The whole zone needs a revamp to bring it into line with the rest of the zones. At the time I can understand their reasoning for making it group centered. At the time there really was no end game to speak of. Now thats all changed and I think they should redesign it to make it more solo/casual friendly.
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »You guys keep acting like this is something players wanted. ZOS never once said players were behind this change because they complained about difficulty. They said they have numbers they want (or probably need) to meet on content they design. If the content isnt meeting those numbers something is wrong and it needs to be addressed. In this case they decided to reduce the difficulty of those two dungeons and revamp the rest of IC.
Why you ask? Because they spent a LOT of money on IC and hardly anyone is enjoying it. This change didnt come at the request of players. It came at the request of someone up top at ZOS who wants more bang for their buck out of the IC expansion. IC was a disaster. Everyone knows this. While yes I know a select few enjoy it the majority didnt bother buying it or subbing to get it.
So change had to be made. This wasnt because people wanted to do these dungeons but didnt want to bother learning how. Its because ZOS says IC is not meeting the goals they set for it.
Exactly - this is a business decision.
Same goes basically for Craglorn - they will revamp it, because it is not meeting their expectations.
Ive been playing since launch Ive never done even one quest in craglorn. Its the most annoying area Ive ever played in a MMO. All the quests are long (very long) and with phasing its very difficult to find a group on the same part as you. If you arent on the same "phase" you cant help anyone with it. So you end up stuck.
They changed this a long time ago. You only need 4 people to do some of them. They don't even need the quest.
Well like I said when it came out I was not happy with it. Never went back. The whole zone needs a revamp to bring it into line with the rest of the zones. At the time I can understand their reasoning for making it group centered. At the time there really was no end game to speak of. Now thats all changed and I think they should redesign it to make it more solo/casual friendly.
They made craglorn so much easier, i think it's as casual friendly as all other zones. The dungeons are a bit harder, but i think it's not that bad. Sure, you will need some help here and there, but that's not a bad thing in general, isn't it? They changed the quests so you don't need to be at the same phase...so what's the issue with it?
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »You guys keep acting like this is something players wanted. ZOS never once said players were behind this change because they complained about difficulty. They said they have numbers they want (or probably need) to meet on content they design. If the content isnt meeting those numbers something is wrong and it needs to be addressed. In this case they decided to reduce the difficulty of those two dungeons and revamp the rest of IC.
Why you ask? Because they spent a LOT of money on IC and hardly anyone is enjoying it. This change didnt come at the request of players. It came at the request of someone up top at ZOS who wants more bang for their buck out of the IC expansion. IC was a disaster. Everyone knows this. While yes I know a select few enjoy it the majority didnt bother buying it or subbing to get it.
So change had to be made. This wasnt because people wanted to do these dungeons but didnt want to bother learning how. Its because ZOS says IC is not meeting the goals they set for it.
Exactly - this is a business decision.
Same goes basically for Craglorn - they will revamp it, because it is not meeting their expectations.
Ive been playing since launch Ive never done even one quest in craglorn. Its the most annoying area Ive ever played in a MMO. All the quests are long (very long) and with phasing its very difficult to find a group on the same part as you. If you arent on the same "phase" you cant help anyone with it. So you end up stuck.
They changed this a long time ago. You only need 4 people to do some of them. They don't even need the quest.
Well like I said when it came out I was not happy with it. Never went back. The whole zone needs a revamp to bring it into line with the rest of the zones. At the time I can understand their reasoning for making it group centered. At the time there really was no end game to speak of. Now thats all changed and I think they should redesign it to make it more solo/casual friendly.
They made craglorn so much easier, i think it's as casual friendly as all other zones. The dungeons are a bit harder, but i think it's not that bad. Sure, you will need some help here and there, but that's not a bad thing in general, isn't it? They changed the quests so you don't need to be at the same phase...so what's the issue with it?
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »You guys keep acting like this is something players wanted. ZOS never once said players were behind this change because they complained about difficulty. They said they have numbers they want (or probably need) to meet on content they design. If the content isnt meeting those numbers something is wrong and it needs to be addressed. In this case they decided to reduce the difficulty of those two dungeons and revamp the rest of IC.
Why you ask? Because they spent a LOT of money on IC and hardly anyone is enjoying it. This change didnt come at the request of players. It came at the request of someone up top at ZOS who wants more bang for their buck out of the IC expansion. IC was a disaster. Everyone knows this. While yes I know a select few enjoy it the majority didnt bother buying it or subbing to get it.
So change had to be made. This wasnt because people wanted to do these dungeons but didnt want to bother learning how. Its because ZOS says IC is not meeting the goals they set for it.
Exactly - this is a business decision.
Same goes basically for Craglorn - they will revamp it, because it is not meeting their expectations.
Ive been playing since launch Ive never done even one quest in craglorn. Its the most annoying area Ive ever played in a MMO. All the quests are long (very long) and with phasing its very difficult to find a group on the same part as you. If you arent on the same "phase" you cant help anyone with it. So you end up stuck.
They changed this a long time ago. You only need 4 people to do some of them. They don't even need the quest.
Well like I said when it came out I was not happy with it. Never went back. The whole zone needs a revamp to bring it into line with the rest of the zones. At the time I can understand their reasoning for making it group centered. At the time there really was no end game to speak of. Now thats all changed and I think they should redesign it to make it more solo/casual friendly.
They made craglorn so much easier, i think it's as casual friendly as all other zones. The dungeons are a bit harder, but i think it's not that bad. Sure, you will need some help here and there, but that's not a bad thing in general, isn't it? They changed the quests so you don't need to be at the same phase...so what's the issue with it?
And you can outlevel it now too.
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »You guys keep acting like this is something players wanted. ZOS never once said players were behind this change because they complained about difficulty. They said they have numbers they want (or probably need) to meet on content they design. If the content isnt meeting those numbers something is wrong and it needs to be addressed. In this case they decided to reduce the difficulty of those two dungeons and revamp the rest of IC.
Why you ask? Because they spent a LOT of money on IC and hardly anyone is enjoying it. This change didnt come at the request of players. It came at the request of someone up top at ZOS who wants more bang for their buck out of the IC expansion. IC was a disaster. Everyone knows this. While yes I know a select few enjoy it the majority didnt bother buying it or subbing to get it.
So change had to be made. This wasnt because people wanted to do these dungeons but didnt want to bother learning how. Its because ZOS says IC is not meeting the goals they set for it.
Exactly - this is a business decision.
Same goes basically for Craglorn - they will revamp it, because it is not meeting their expectations.
Ive been playing since launch Ive never done even one quest in craglorn. Its the most annoying area Ive ever played in a MMO. All the quests are long (very long) and with phasing its very difficult to find a group on the same part as you. If you arent on the same "phase" you cant help anyone with it. So you end up stuck.
They changed this a long time ago. You only need 4 people to do some of them. They don't even need the quest.
Well like I said when it came out I was not happy with it. Never went back. The whole zone needs a revamp to bring it into line with the rest of the zones. At the time I can understand their reasoning for making it group centered. At the time there really was no end game to speak of. Now thats all changed and I think they should redesign it to make it more solo/casual friendly.
They made craglorn so much easier, i think it's as casual friendly as all other zones. The dungeons are a bit harder, but i think it's not that bad. Sure, you will need some help here and there, but that's not a bad thing in general, isn't it? They changed the quests so you don't need to be at the same phase...so what's the issue with it?
The same as with those quests they change - it is not meeting their expectations in numbers of players doing the content.
KoshkaMurka wrote: »No, this is not a thread about developers. Its about the playerbase, some of its vocal part.
There's many topics about nerfing vICP and vWGT dungeons and there's plenty of people saying that "if only 10% of the playerbase can finish X, then X shoudl be nerfed so every player can finish it".
But from this point of view, why those 10% cant have 0,000001% (or so) of the content. I've never seen raiders begging Zos to convert everything in the game to raids and pvpers begging to disable all pve. Why casualssome of the casuals are so entitled? I mean, I dont have anything against people who are not interested in minmaxing etc, to each their own. But why do they deny others the right to play how they want (=at least with minimal challenge)? Can someone explain this? Are they really that greedy and arrogant or they just dont understand how mmos work?
Cause seriously, this "communist" approach is so toxic for the game.
Dont apply all your cp.
You are welcome.
l2p, get CP, get gear etc.
you are welcome.
I think there is nothing wrong with it, if you enjoy doing it - the thing is just getting toxic, when debates like this are sprawling up and there is hate towards casuals - the word used in a very insulting way - and average players, just because they cannot do "faceroll easy cakewalk content" - and this is insulting too to put it this way. So the game is slightly adjusted in difficulty, that more can do the content - there is nothing wrong with this, it is pleasing more players than it is not.
This hate against "casual" is nothing better than the hate against the so called "elitist". Both side just want to play the game and have fun. If one side thinks there is something wrong with the game, they will complain.
Only toxic thing imo is to say, one side doesn't deserve any part of the game, bc the other side wants all of it..
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »You guys keep acting like this is something players wanted. ZOS never once said players were behind this change because they complained about difficulty. They said they have numbers they want (or probably need) to meet on content they design. If the content isnt meeting those numbers something is wrong and it needs to be addressed. In this case they decided to reduce the difficulty of those two dungeons and revamp the rest of IC.
Why you ask? Because they spent a LOT of money on IC and hardly anyone is enjoying it. This change didnt come at the request of players. It came at the request of someone up top at ZOS who wants more bang for their buck out of the IC expansion. IC was a disaster. Everyone knows this. While yes I know a select few enjoy it the majority didnt bother buying it or subbing to get it.
So change had to be made. This wasnt because people wanted to do these dungeons but didnt want to bother learning how. Its because ZOS says IC is not meeting the goals they set for it.
Exactly - this is a business decision.
Same goes basically for Craglorn - they will revamp it, because it is not meeting their expectations.
Ive been playing since launch Ive never done even one quest in craglorn. Its the most annoying area Ive ever played in a MMO. All the quests are long (very long) and with phasing its very difficult to find a group on the same part as you. If you arent on the same "phase" you cant help anyone with it. So you end up stuck.
They changed this a long time ago. You only need 4 people to do some of them. They don't even need the quest.
Well like I said when it came out I was not happy with it. Never went back. The whole zone needs a revamp to bring it into line with the rest of the zones. At the time I can understand their reasoning for making it group centered. At the time there really was no end game to speak of. Now thats all changed and I think they should redesign it to make it more solo/casual friendly.
They made craglorn so much easier, i think it's as casual friendly as all other zones. The dungeons are a bit harder, but i think it's not that bad. Sure, you will need some help here and there, but that's not a bad thing in general, isn't it? They changed the quests so you don't need to be at the same phase...so what's the issue with it?
And you can outlevel it now too.
Yes...makes it even easier. But that's nothing bad, i mean...you can still enjoy the landscape, quests, story, delves whatever. And ZOS did a great job designing this zone, still one of my favorites
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »You guys keep acting like this is something players wanted. ZOS never once said players were behind this change because they complained about difficulty. They said they have numbers they want (or probably need) to meet on content they design. If the content isnt meeting those numbers something is wrong and it needs to be addressed. In this case they decided to reduce the difficulty of those two dungeons and revamp the rest of IC.
Why you ask? Because they spent a LOT of money on IC and hardly anyone is enjoying it. This change didnt come at the request of players. It came at the request of someone up top at ZOS who wants more bang for their buck out of the IC expansion. IC was a disaster. Everyone knows this. While yes I know a select few enjoy it the majority didnt bother buying it or subbing to get it.
So change had to be made. This wasnt because people wanted to do these dungeons but didnt want to bother learning how. Its because ZOS says IC is not meeting the goals they set for it.
Exactly - this is a business decision.
Same goes basically for Craglorn - they will revamp it, because it is not meeting their expectations.
Ive been playing since launch Ive never done even one quest in craglorn. Its the most annoying area Ive ever played in a MMO. All the quests are long (very long) and with phasing its very difficult to find a group on the same part as you. If you arent on the same "phase" you cant help anyone with it. So you end up stuck.
They changed this a long time ago. You only need 4 people to do some of them. They don't even need the quest.
Well like I said when it came out I was not happy with it. Never went back. The whole zone needs a revamp to bring it into line with the rest of the zones. At the time I can understand their reasoning for making it group centered. At the time there really was no end game to speak of. Now thats all changed and I think they should redesign it to make it more solo/casual friendly.
They made craglorn so much easier, i think it's as casual friendly as all other zones. The dungeons are a bit harder, but i think it's not that bad. Sure, you will need some help here and there, but that's not a bad thing in general, isn't it? They changed the quests so you don't need to be at the same phase...so what's the issue with it?
The same as with those quests they change - it is not meeting their expectations in numbers of players doing the content.
But my question is if it will actually change anything with regards to player use. That's the point of discussing craglorn in the other train of thought.
jamesharv2005ub17_ESO wrote: »Ive been playing since launch Ive never done even one quest in craglorn. Its the most annoying area Ive ever played in a MMO. All the quests are long (very long) and with phasing its very difficult to find a group on the same part as you. If you arent on the same "phase" you cant help anyone with it. So you end up stuck.
jamesharv2005ub17_ESO wrote: »Guaranteed if they revamp craglorn people will go there. Right now even IC is used more than craglorn. When there was an option to skip it 99% of the playerbase did. Thats why they said they have "plans" for craglorn. Im assuming they mean scaling it and making it more solo friendly.
If craglorn scaled to vr16 or 160cp whatever it will be then I bet more would go there. By the time you can solo there you have outleveled the area and there is no point in it.
jamesharv2005ub17_ESO wrote: »Guaranteed if they revamp craglorn people will go there. Right now even IC is used more than craglorn. When there was an option to skip it 99% of the playerbase did. Thats why they said they have "plans" for craglorn. Im assuming they mean scaling it and making it more solo friendly.
If craglorn scaled to vr16 or 160cp whatever it will be then I bet more would go there. By the time you can solo there you have outleveled the area and there is no point in it.
Why? What's the difference whether your enemy is CP120/140/160 if you just want to do the quests? It doesn't matter, the quests and all the things around stay the same. And as long as it stays at CP160 you will be able to outlevel it, so nothing changes there.
jamesharv2005ub17_ESO wrote: »Guaranteed if they revamp craglorn people will go there. Right now even IC is used more than craglorn. When there was an option to skip it 99% of the playerbase did. Thats why they said they have "plans" for craglorn. Im assuming they mean scaling it and making it more solo friendly.
If craglorn scaled to vr16 or 160cp whatever it will be then I bet more would go there. By the time you can solo there you have outleveled the area and there is no point in it.
Why? What's the difference whether your enemy is CP120/140/160 if you just want to do the quests? It doesn't matter, the quests and all the things around stay the same. And as long as it stays at CP160 you will be able to outlevel it, so nothing changes there.
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »Guaranteed if they revamp craglorn people will go there. Right now even IC is used more than craglorn. When there was an option to skip it 99% of the playerbase did. Thats why they said they have "plans" for craglorn. Im assuming they mean scaling it and making it more solo friendly.
If craglorn scaled to vr16 or 160cp whatever it will be then I bet more would go there. By the time you can solo there you have outleveled the area and there is no point in it.
Why? What's the difference whether your enemy is CP120/140/160 if you just want to do the quests? It doesn't matter, the quests and all the things around stay the same. And as long as it stays at CP160 you will be able to outlevel it, so nothing changes there.
If it was a VR16 area we could earn top XP from the quests and mobs. A LOT easier to find groups at VR16 also. So there would be incentive to go there. Maybe have some rare V16 or 160 cp whatever drops come from dailies. I dont know something better than just letting it sit there unused.
While some dungeons get nerfed so they are accessible by "casuals", how about ZOS add a new "ultra difficult dungeon" challenge? Requirement to participate should be 10 completed gold pledges in certain time (one month for example), and players who complete 10 gold dungeons get item/invitation for the "platinum" pledge which is used to pick the quest and get rolling.
jamesharv2005ub17_ESO wrote: »Guaranteed if they revamp craglorn people will go there. Right now even IC is used more than craglorn. When there was an option to skip it 99% of the playerbase did. Thats why they said they have "plans" for craglorn. Im assuming they mean scaling it and making it more solo friendly.
If craglorn scaled to vr16 or 160cp whatever it will be then I bet more would go there. By the time you can solo there you have outleveled the area and there is no point in it.
Why? What's the difference whether your enemy is CP120/140/160 if you just want to do the quests? It doesn't matter, the quests and all the things around stay the same. And as long as it stays at CP160 you will be able to outlevel it, so nothing changes there.
Exactly. The 'point' is the quests, the scenery, role-playing, just the environment in general. Its always been possible to solo, just the quests had locks for a while.
Well, as Matt Firor said in an interview a few weeks ago, they HAVE game data that shows everything every player is doing in-game... which means they KNOW how many have completed what content and how many have failed and how many of those players eventually left the game, etc. So it seems to me they would be making these decisions about changes based upon that game data, and if it is clear that an overwhelming MAJORITY of players are unable to finish specific content, then it explains why they would make changes to make the content easier.
what that data does not show how ever is the reason they left or if they would have left anyway or how many will unsub or leave if nerfs like these are to become par for the course
And why do you think that would matter?- This is as well a form of balancing - less no-lifers, less 1337-players, but more casuals and average players, which can do the content - this is a form of balancing the player base by removing both, the unsuccessful (by making them more successful) and the 1337, who are no benefit for the community, but toxicate it. It would be no loss for the community and the game in a whole, if those would just leave for good.
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »Guaranteed if they revamp craglorn people will go there. Right now even IC is used more than craglorn. When there was an option to skip it 99% of the playerbase did. Thats why they said they have "plans" for craglorn. Im assuming they mean scaling it and making it more solo friendly.
If craglorn scaled to vr16 or 160cp whatever it will be then I bet more would go there. By the time you can solo there you have outleveled the area and there is no point in it.
Why? What's the difference whether your enemy is CP120/140/160 if you just want to do the quests? It doesn't matter, the quests and all the things around stay the same. And as long as it stays at CP160 you will be able to outlevel it, so nothing changes there.
Exactly. The 'point' is the quests, the scenery, role-playing, just the environment in general. Its always been possible to solo, just the quests had locks for a while.
It has not always been possible. Maybe for the seasoned vets of the game but not for the everyday guy (or girl). Its not possible now as a matter of fact. Hence why noone uses it hardly. So like IC they are revamping it. Just IC was a priority because you know $$ and all.
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »Guaranteed if they revamp craglorn people will go there. Right now even IC is used more than craglorn. When there was an option to skip it 99% of the playerbase did. Thats why they said they have "plans" for craglorn. Im assuming they mean scaling it and making it more solo friendly.
If craglorn scaled to vr16 or 160cp whatever it will be then I bet more would go there. By the time you can solo there you have outleveled the area and there is no point in it.
Why? What's the difference whether your enemy is CP120/140/160 if you just want to do the quests? It doesn't matter, the quests and all the things around stay the same. And as long as it stays at CP160 you will be able to outlevel it, so nothing changes there.
Exactly. The 'point' is the quests, the scenery, role-playing, just the environment in general. Its always been possible to solo, just the quests had locks for a while.
It has not always been possible. Maybe for the seasoned vets of the game but not for the everyday guy (or girl). Its not possible now as a matter of fact. Hence why noone uses it hardly. So like IC they are revamping it. Just IC was a priority because you know $$ and all.
Yea it has. I soloed in there when it launched (not everything of course, but a fair amount of things.) At vet 7. I believe the only armor set I had back then was song of lamae, and everything else was drops, so it wasn't as if I had 'elite' gear or anything either.
Though, I will say I am a seasoned player as I played through the silver and gold zones. That's really my only claim of expertise.
And you can solo a lot of it now. I have videos available on request.
And it certainly is a money thing. That's their focus. I just hope it actually works as I really like the zone.
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »Guaranteed if they revamp craglorn people will go there. Right now even IC is used more than craglorn. When there was an option to skip it 99% of the playerbase did. Thats why they said they have "plans" for craglorn. Im assuming they mean scaling it and making it more solo friendly.
If craglorn scaled to vr16 or 160cp whatever it will be then I bet more would go there. By the time you can solo there you have outleveled the area and there is no point in it.
Why? What's the difference whether your enemy is CP120/140/160 if you just want to do the quests? It doesn't matter, the quests and all the things around stay the same. And as long as it stays at CP160 you will be able to outlevel it, so nothing changes there.
Exactly. The 'point' is the quests, the scenery, role-playing, just the environment in general. Its always been possible to solo, just the quests had locks for a while.
It has not always been possible. Maybe for the seasoned vets of the game but not for the everyday guy (or girl). Its not possible now as a matter of fact. Hence why noone uses it hardly. So like IC they are revamping it. Just IC was a priority because you know $$ and all.
Yea it has. I soloed in there when it launched (not everything of course, but a fair amount of things.) At vet 7. I believe the only armor set I had back then was song of lamae, and everything else was drops, so it wasn't as if I had 'elite' gear or anything either.
Though, I will say I am a seasoned player as I played through the silver and gold zones. That's really my only claim of expertise.
And you can solo a lot of it now. I have videos available on request.
And it certainly is a money thing. That's their focus. I just hope it actually works as I really like the zone.
KoshkaMurka wrote: »jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »Guaranteed if they revamp craglorn people will go there. Right now even IC is used more than craglorn. When there was an option to skip it 99% of the playerbase did. Thats why they said they have "plans" for craglorn. Im assuming they mean scaling it and making it more solo friendly.
If craglorn scaled to vr16 or 160cp whatever it will be then I bet more would go there. By the time you can solo there you have outleveled the area and there is no point in it.
Why? What's the difference whether your enemy is CP120/140/160 if you just want to do the quests? It doesn't matter, the quests and all the things around stay the same. And as long as it stays at CP160 you will be able to outlevel it, so nothing changes there.
Exactly. The 'point' is the quests, the scenery, role-playing, just the environment in general. Its always been possible to solo, just the quests had locks for a while.
It has not always been possible. Maybe for the seasoned vets of the game but not for the everyday guy (or girl). Its not possible now as a matter of fact. Hence why noone uses it hardly. So like IC they are revamping it. Just IC was a priority because you know $$ and all.
Yea it has. I soloed in there when it launched (not everything of course, but a fair amount of things.) At vet 7. I believe the only armor set I had back then was song of lamae, and everything else was drops, so it wasn't as if I had 'elite' gear or anything either.
Though, I will say I am a seasoned player as I played through the silver and gold zones. That's really my only claim of expertise.
And you can solo a lot of it now. I have videos available on request.
And it certainly is a money thing. That's their focus. I just hope it actually works as I really like the zone.
If that would be just a money thing, why wouldnt they listen to casuals and add purely pve instance of IC? For quests and such.
While there's a lot of constructive debate in this thread, there's also some sniping going on. Please remember to keep criticism civil and constructive. Additionally, if you have a critique, please focus on the opinion being put forth, not the person making it. Personal attacks, even minor ones, are unhelpful and likely against the forum rules. Some posts have been removed.
KoshkaMurka wrote: »Well, as Matt Firor said in an interview a few weeks ago, they HAVE game data that shows everything every player is doing in-game... which means they KNOW how many have completed what content and how many have failed and how many of those players eventually left the game, etc. So it seems to me they would be making these decisions about changes based upon that game data, and if it is clear that an overwhelming MAJORITY of players are unable to finish specific content, then it explains why they would make changes to make the content easier.
what that data does not show how ever is the reason they left or if they would have left anyway or how many will unsub or leave if nerfs like these are to become par for the course
And why do you think that would matter?- This is as well a form of balancing - less no-lifers, less 1337-players, but more casuals and average players, which can do the content - this is a form of balancing the player base by removing both, the unsuccessful (by making them more successful) and the 1337, who are no benefit for the community, but toxicate it. It would be no loss for the community and the game in a whole, if those would just leave for good.
The thing is, they released some really difficult content - like vMoL and vSO. So its not like they just gave up on "hardcore" crowd. vMoL for example has some very exquisite mechanics, not just "stack and burn".
But there's no middle grounds for people who are not super dedicated but still want some challenge, that's the problem. Also there's no content that would prepare people for this. Its either super easy (nothing wrong with that, super easy content is needed too) or super hard. I meet many people in game who would like to start raiding, and many new raidguilds appeared with vMoL release so its not like there's just a few people interested in it.
And btw, Im not a no-lifer, I play less than some casuals.Its about interests in game, not just playtime.
P.S. Like I said, less grindyness would be more casual-friendly and more everyone-friendly and would allow people who dont play a lot to get good sets etc.
P.P.S Casuals are the majority of the game - but they are not homogenous mass. And TES fans are also very different, some play only with tgm and some install a ton of difficulty mods (which are very popular).
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »Guaranteed if they revamp craglorn people will go there. Right now even IC is used more than craglorn. When there was an option to skip it 99% of the playerbase did. Thats why they said they have "plans" for craglorn. Im assuming they mean scaling it and making it more solo friendly.
If craglorn scaled to vr16 or 160cp whatever it will be then I bet more would go there. By the time you can solo there you have outleveled the area and there is no point in it.
Why? What's the difference whether your enemy is CP120/140/160 if you just want to do the quests? It doesn't matter, the quests and all the things around stay the same. And as long as it stays at CP160 you will be able to outlevel it, so nothing changes there.
Exactly. The 'point' is the quests, the scenery, role-playing, just the environment in general. Its always been possible to solo, just the quests had locks for a while.
It has not always been possible. Maybe for the seasoned vets of the game but not for the everyday guy (or girl). Its not possible now as a matter of fact. Hence why noone uses it hardly. So like IC they are revamping it. Just IC was a priority because you know $$ and all.
Yea it has. I soloed in there when it launched (not everything of course, but a fair amount of things.) At vet 7. I believe the only armor set I had back then was song of lamae, and everything else was drops, so it wasn't as if I had 'elite' gear or anything either.
Though, I will say I am a seasoned player as I played through the silver and gold zones. That's really my only claim of expertise.
And you can solo a lot of it now. I have videos available on request.
And it certainly is a money thing. That's their focus. I just hope it actually works as I really like the zone.
When you say "you can" you mean you yourself right? Just saying no way the average joe can go solo in craglorn.
KoshkaMurka wrote: »Well, as Matt Firor said in an interview a few weeks ago, they HAVE game data that shows everything every player is doing in-game... which means they KNOW how many have completed what content and how many have failed and how many of those players eventually left the game, etc. So it seems to me they would be making these decisions about changes based upon that game data, and if it is clear that an overwhelming MAJORITY of players are unable to finish specific content, then it explains why they would make changes to make the content easier.
what that data does not show how ever is the reason they left or if they would have left anyway or how many will unsub or leave if nerfs like these are to become par for the course
And why do you think that would matter?- This is as well a form of balancing - less no-lifers, less 1337-players, but more casuals and average players, which can do the content - this is a form of balancing the player base by removing both, the unsuccessful (by making them more successful) and the 1337, who are no benefit for the community, but toxicate it. It would be no loss for the community and the game in a whole, if those would just leave for good.
The thing is, they released some really difficult content - like vMoL and vSO. So its not like they just gave up on "hardcore" crowd. vMoL for example has some very exquisite mechanics, not just "stack and burn".
But there's no middle grounds for people who are not super dedicated but still want some challenge, that's the problem. Also there's no content that would prepare people for this. Its either super easy (nothing wrong with that, super easy content is needed too) or super hard. I meet many people in game who would like to start raiding, and many new raidguilds appeared with vMoL release so its not like there's just a few people interested in it.
And btw, Im not a no-lifer, I play less than some casuals.Its about interests in game, not just playtime.
P.S. Like I said, less grindyness would be more casual-friendly and more everyone-friendly and would allow people who dont play a lot to get good sets etc.
P.P.S Casuals are the majority of the game - but they are not homogenous mass. And TES fans are also very different, some play only with tgm and some install a ton of difficulty mods (which are very popular).
KoshkaMurka wrote: »Well, as Matt Firor said in an interview a few weeks ago, they HAVE game data that shows everything every player is doing in-game... which means they KNOW how many have completed what content and how many have failed and how many of those players eventually left the game, etc. So it seems to me they would be making these decisions about changes based upon that game data, and if it is clear that an overwhelming MAJORITY of players are unable to finish specific content, then it explains why they would make changes to make the content easier.
what that data does not show how ever is the reason they left or if they would have left anyway or how many will unsub or leave if nerfs like these are to become par for the course
And why do you think that would matter?- This is as well a form of balancing - less no-lifers, less 1337-players, but more casuals and average players, which can do the content - this is a form of balancing the player base by removing both, the unsuccessful (by making them more successful) and the 1337, who are no benefit for the community, but toxicate it. It would be no loss for the community and the game in a whole, if those would just leave for good.
The thing is, they released some really difficult content - like vMoL and vSO. So its not like they just gave up on "hardcore" crowd. vMoL for example has some very exquisite mechanics, not just "stack and burn".
But there's no middle grounds for people who are not super dedicated but still want some challenge, that's the problem. Also there's no content that would prepare people for this. Its either super easy (nothing wrong with that, super easy content is needed too) or super hard. I meet many people in game who would like to start raiding, and many new raidguilds appeared with vMoL release so its not like there's just a few people interested in it.
And btw, Im not a no-lifer, I play less than some casuals.Its about interests in game, not just playtime.
P.S. Like I said, less grindyness would be more casual-friendly and more everyone-friendly and would allow people who dont play a lot to get good sets etc.
P.P.S Casuals are the majority of the game - but they are not homogenous mass. And TES fans are also very different, some play only with tgm and some install a ton of difficulty mods (which are very popular).
So if that is the problem, that there is no middle ground, maybe this should be addressed then instead to say, do not nerf this content. This is the first time, that I hear someone expressing this as being the problem - so it would be better IMO to say what the actual problem is, so that we could discuss that - instead to debate about if ZOS should nerf content or not. They do anyway that, what meets their expectations better - but they might not be aware of the problem of missing middle ground.