ESO Future for hardcore players

  • ShedsHisTail
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    Okay... Now, get we get back to talking about how ZOS can keep this game interesting for hardcore and end-game players?

    I think they have a tough task on their hands, but it can be done. Content as far as new trials and dungeons is a must. Along with the dlc continuation of story quests and things. QoL features like housing/guild housing may have a positive impact for some. A better overall pvp experience would really cement the game as one to always come back to. If they could just fix the issues that plague Cyro at times and continue to add new and exciting objectives and "modes" if you will, that would be a nice draw. Pretty much just iron out the little things and then plow forward with new content.

    Honestly, I want them to fix Cyro for no other reason than hopefully it'll reduce the number of complaints I read about Cryo.
    "As an online discussion of Tamrielic Lore grows longer, the probability of someone blaming a Dragon Break approaches 1." -- Sheds' Law
    Have you seen the Twin Lamps?
  • cosmic_niklas_93b16_ESO
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    Lysette wrote: »
    I think that ZOS has something in mind with it already, they said, they will change it - just with no ETA - so maybe let's see with what they come up with. I don't know Craglorn, just teleported there once to meet a friend, otherwise I can just imagine how it is - but this came to mind with it - and like Ffastly said, it was that way, when it was popular.

    If you want to do craglorn you can do it solo or in a duo quite easily. Only problems is when you get forced to have 4 people to actually be able to continue a quest. It's quite sad when the hardest content in craglorn(not counting trials) is having to get 4 people to stand on a few pressure plates etc.
    R.I.P. Daranth Spellborn
    VR16 Dunmer Sorcerer
    March 2014 - May 2016
    He was a skilled Crafter and a reliable Sorcerer;
    Then came the Dark Brotherhood

    Wrobel wrote: Surge is now more effective for tank characters.
    Because crit tanks are so good, LOL. xD
  • Lysette
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    Lysette wrote: »
    I think that ZOS has something in mind with it already, they said, they will change it - just with no ETA - so maybe let's see with what they come up with. I don't know Craglorn, just teleported there once to meet a friend, otherwise I can just imagine how it is - but this came to mind with it - and like Ffastly said, it was that way, when it was popular.

    If you want to do craglorn you can do it solo or in a duo quite easily. Only problems is when you get forced to have 4 people to actually be able to continue a quest. It's quite sad when the hardest content in craglorn(not counting trials) is having to get 4 people to stand on a few pressure plates etc.

    Yeah I got, that this group-gating is the problem - but they can as well not just make it open world like it is.
  • Lysette
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    Okay... Now, get we get back to talking about how ZOS can keep this game interesting for hardcore and end-game players?

    I think they have a tough task on their hands, but it can be done. Content as far as new trials and dungeons is a must. Along with the dlc continuation of story quests and things. QoL features like housing/guild housing may have a positive impact for some. A better overall pvp experience would really cement the game as one to always come back to. If they could just fix the issues that plague Cyro at times and continue to add new and exciting objectives and "modes" if you will, that would be a nice draw. Pretty much just iron out the little things and then plow forward with new content.

    Honestly, I want them to fix Cyro for no other reason than hopefully it'll reduce the number of complaints I read about Cryo.

    i talked about this in another thread, why I think that this is a task, which they cannot easily do, because it would require larger changes in game mechanics. I do not think that this is a problem which can be technically solved, it is a design problem. In short, zergs and AoE spamming are together creating the problem - so game mechanics would have to be changed, that zergs are undesirable and AoE effects have to be reduced as well, at least mass spamming of them must be avoided, because they create unnecessarily huge interaction graphs, which scale very badly - and that results in lag.
    Edited by Lysette on June 30, 2016 10:32PM
  • Callous2208
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    Ah, the Craglorn comments made me realize another thing I'd like to see. More varied group content. 2 man mini dungeons or instances would be great. Don't know how, don't know where, just like the thought. Like someone previously stated, Craglorn got steamrolled by groups. Perhaps in an instance you could limit the party size.
  • ShedsHisTail
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    Lysette wrote: »
    Okay... Now, get we get back to talking about how ZOS can keep this game interesting for hardcore and end-game players?

    I think they have a tough task on their hands, but it can be done. Content as far as new trials and dungeons is a must. Along with the dlc continuation of story quests and things. QoL features like housing/guild housing may have a positive impact for some. A better overall pvp experience would really cement the game as one to always come back to. If they could just fix the issues that plague Cyro at times and continue to add new and exciting objectives and "modes" if you will, that would be a nice draw. Pretty much just iron out the little things and then plow forward with new content.

    Honestly, I want them to fix Cyro for no other reason than hopefully it'll reduce the number of complaints I read about Cryo.

    i talked about this in another thread, why I think that this is a task, which they cannot easily do, because it would require larger changes in game mechanics. I do not think that this is a problem which can be technically solved, it is a design problem.

    Judging by the changes they've been making to PvP, I think they're trying to direct their efforts toward dividing people up so there just aren't so many people in one place at one time since, as I understand it, this is the primary issue in Cyrodiil. I know in the last ESO live they also mentioned working on Battlegrounds; which would go even further toward dividing up the PvP population.

    Hopefully, though, they don't go too far and make Cyro into a ghost town.
    "As an online discussion of Tamrielic Lore grows longer, the probability of someone blaming a Dragon Break approaches 1." -- Sheds' Law
    Have you seen the Twin Lamps?
  • Lysette
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    Ah, the Craglorn comments made me realize another thing I'd like to see. More varied group content. 2 man mini dungeons or instances would be great. Don't know how, don't know where, just like the thought. Like someone previously stated, Craglorn got steamrolled by groups. Perhaps in an instance you could limit the party size.

    Yeah group content for 2 would be nice - it is quite easy to get a friend doing that with me - but to get more at the same time is a real problem. And I do not want to group with people, which I do not know.
  • cosmic_niklas_93b16_ESO
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    Lysette wrote: »
    Ah, the Craglorn comments made me realize another thing I'd like to see. More varied group content. 2 man mini dungeons or instances would be great. Don't know how, don't know where, just like the thought. Like someone previously stated, Craglorn got steamrolled by groups. Perhaps in an instance you could limit the party size.

    Yeah group content for 2 would be nice - it is quite easy to get a friend doing that with me - but to get more at the same time is a real problem. And I do not want to group with people, which I do not know.

    That's the best way to get to know them though, by grouping with them and chatting. :P
    R.I.P. Daranth Spellborn
    VR16 Dunmer Sorcerer
    March 2014 - May 2016
    He was a skilled Crafter and a reliable Sorcerer;
    Then came the Dark Brotherhood

    Wrobel wrote: Surge is now more effective for tank characters.
    Because crit tanks are so good, LOL. xD
  • Nerouyn
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    The supposed "hard core" crowd is tiny and dwindling.

    Wildstar catered to them exclusively. They had the best of the everything. PvP was just an unsavoury side-dish. There were no comparable end-game alternatives to raiding. Despite the game being excellent, they failed miserably. Bombed spectacularly, never recovered and many are just waiting for it to be put out of its misery.

    They attempted to "teach" players how to be "hard core", as if the problem was defective players. But that didn't work either. Because as one Wildstar dev said pre-launch while promising the end-game wouldn't cater exclusively to raiders (oops) they're a very small minority and that would be stupid.

    GW2 surprisingly repeated their mistake with the most recent expansion. They tried to funnel players out of other content and into raids by nerfing non-raid rewards. That was incredibly unpopular and they eventually reverted rewards.

    Catering to this niche just doesn't pay off.
  • Lysette
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    Lysette wrote: »
    Okay... Now, get we get back to talking about how ZOS can keep this game interesting for hardcore and end-game players?

    I think they have a tough task on their hands, but it can be done. Content as far as new trials and dungeons is a must. Along with the dlc continuation of story quests and things. QoL features like housing/guild housing may have a positive impact for some. A better overall pvp experience would really cement the game as one to always come back to. If they could just fix the issues that plague Cyro at times and continue to add new and exciting objectives and "modes" if you will, that would be a nice draw. Pretty much just iron out the little things and then plow forward with new content.

    Honestly, I want them to fix Cyro for no other reason than hopefully it'll reduce the number of complaints I read about Cryo.

    i talked about this in another thread, why I think that this is a task, which they cannot easily do, because it would require larger changes in game mechanics. I do not think that this is a problem which can be technically solved, it is a design problem.

    Judging by the changes they've been making to PvP, I think they're trying to direct their efforts toward dividing people up so there just aren't so many people in one place at one time since, as I understand it, this is the primary issue in Cyrodiil. I know in the last ESO live they also mentioned working on Battlegrounds; which would go even further toward dividing up the PvP population.

    Hopefully, though, they don't go too far and make Cyro into a ghost town.

    yeah, dividing them up is necessary - that is what I meant with make zergs undesirable - this is one step in the right direction, if the changes have really the effect to destroy zergs - what is currently not the case.
  • Lysette
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    Nerouyn wrote: »
    The supposed "hard core" crowd is tiny and dwindling.

    Wildstar catered to them exclusively. They had the best of the everything. PvP was just an unsavoury side-dish. There were no comparable end-game alternatives to raiding. Despite the game being excellent, they failed miserably. Bombed spectacularly, never recovered and many are just waiting for it to be put out of its misery.

    They attempted to "teach" players how to be "hard core", as if the problem was defective players. But that didn't work either. Because as one Wildstar dev said pre-launch while promising the end-game wouldn't cater exclusively to raiders (oops) they're a very small minority and that would be stupid.

    GW2 surprisingly repeated their mistake with the most recent expansion. They tried to funnel players out of other content and into raids by nerfing non-raid rewards. That was incredibly unpopular and they eventually reverted rewards.

    Catering to this niche just doesn't pay off.

    Does not surprise me - but thank you for the input, I did not know this about Wildstar.
  • Mitoice
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    @ZOS_DaryaK

    PLEASE EVERYONE!! KEEP IT CONSTRUCTIVE
    Ive created this thread as a way to find ideas for ZOS to appeal to casual and hardcore gamers alike, I really love this game, but now that ive reached end game, its getting harder to keep me motivated since theres nothing to do end game to continue playing, all my hardcore friends left the game for this very reason, and i want to find a way to bring then back, we had some good moments on this game.

    My main objective with this thread is:

    1. Plead to ZOS to hear us and find a way to appeal to both types of gamers, after all hardcore gamers do spend some heavy money if you appeal to them just like casuals.
    2. Come up with ideas ZOS can implement on the future so we dont lose more hardcore players and bring back those that left.
  • Lysette
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    We are on the subject, Mitoice, it was just interrupted for quite a while by an unfruitful discussion, sorry.

    Now what would you like to see added or what do you think would help to get your friends back into the game @Mitoice

    This quote basically contradicts your first point by a practical example:

    "Wildstar catered to them exclusively. They had the best of the everything. PvP was just an unsavoury side-dish. There were no comparable end-game alternatives to raiding. Despite the game being excellent, they failed miserably. Bombed spectacularly, never recovered and many are just waiting for it to be put out of its misery." - from Nerouyn
    Edited by Lysette on June 30, 2016 10:55PM
  • Mitoice
    Mitoice
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    By @ShedsHisTail

    As to the issue of challenge...
    I agree, at end game, there's not a lot to do if you prefer solo play and dislike PvP.

    What would be great is if ZOS added some "Veteran" quests to the various Guild Lines. Semi Short daily or weekly quests issued by the Fighters or Mages guild (since they need some love anyway) which are more in line with the level of challenge the game had at release, or in Beta.

    Guild contracts that could only be completed Solo, and maybe provide a special guild currency which you could use to purchase guild-specific motifs or gear. Of course, these would only be made available to players of level 50 who have already completed the guild storyline.

    @Lysette
    this is really a good idea!!!!!!!!!
    Or have some alternate cosmetic progression system where you can earn points just like xp points but rewards you with motifs, titles, dye colors etc, just like payday, this can be an easy change but a hardcore player like me feels like you are making progression even while reaching the cap.

    The next housing patch can come with elements like, killing a boss has a 1 percent chance to drop his head you can mount on your wall house,.
  • Lysette
    Lysette
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    Mitoice wrote: »
    By @ShedsHisTail

    As to the issue of challenge...
    I agree, at end game, there's not a lot to do if you prefer solo play and dislike PvP.

    What would be great is if ZOS added some "Veteran" quests to the various Guild Lines. Semi Short daily or weekly quests issued by the Fighters or Mages guild (since they need some love anyway) which are more in line with the level of challenge the game had at release, or in Beta.

    Guild contracts that could only be completed Solo, and maybe provide a special guild currency which you could use to purchase guild-specific motifs or gear. Of course, these would only be made available to players of level 50 who have already completed the guild storyline.

    @Lysette
    this is really a good idea!!!!!!!!!
    Or have some alternate cosmetic progression system where you can earn points just like xp points but rewards you with motifs, titles, dye colors etc, just like payday, this can be an easy change but a hardcore player like me feels like you are making progression even while reaching the cap.

    The next housing patch can come with elements like, killing a boss has a 1 percent chance to drop his head you can mount on your wall house,.

    How cool, I love this idea with trophies on the wall. And the point about guild contracts - dailies like with DB and so - I think that is a quite good one as well - fighter and mage guild could be re-used by it as well.
  • Mitoice
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    @Lysette
    or maybe have two different kinds of dungeons, very competitive 4 man dungeons (like VWGT and city of ash were before the recent nerf) where hardcore players can test their skills while also having vanilla dungeons for casuals like banished cells, where they can go and not feel left out, or having time objectives to dungeons where if you finish X dungeon in Y time, gives you more rewards, or if you finish X dungeon without anyone dying you get this reward, just like VMael or VDSA.
  • ShedsHisTail
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    Mitoice wrote: »
    By @ShedsHisTail

    As to the issue of challenge...
    I agree, at end game, there's not a lot to do if you prefer solo play and dislike PvP.

    What would be great is if ZOS added some "Veteran" quests to the various Guild Lines. Semi Short daily or weekly quests issued by the Fighters or Mages guild (since they need some love anyway) which are more in line with the level of challenge the game had at release, or in Beta.

    Guild contracts that could only be completed Solo, and maybe provide a special guild currency which you could use to purchase guild-specific motifs or gear. Of course, these would only be made available to players of level 50 who have already completed the guild storyline.

    @Lysette
    this is really a good idea!!!!!!!!!
    Or have some alternate cosmetic progression system where you can earn points just like xp points but rewards you with motifs, titles, dye colors etc, just like payday, this can be an easy change but a hardcore player like me feels like you are making progression even while reaching the cap.

    The next housing patch can come with elements like, killing a boss has a 1 percent chance to drop his head you can mount on your wall house,.

    Was, actually, my idea but... You know... Whatever. :)
    "As an online discussion of Tamrielic Lore grows longer, the probability of someone blaming a Dragon Break approaches 1." -- Sheds' Law
    Have you seen the Twin Lamps?
  • Lysette
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    Mitoice wrote: »
    @Lysette
    or maybe have two different kinds of dungeons, very competitive 4 man dungeons (like VWGT and city of ash were before the recent nerf) where hardcore players can test their skills while also having vanilla dungeons for casuals like banished cells, where they can go and not feel left out, or having time objectives to dungeons where if you finish X dungeon in Y time, gives you more rewards, or if you finish X dungeon without anyone dying you get this reward, just like VMael or VDSA.

    To get back to the mage/fighter guild dailies idea - those could be random dungeons which are for this sole purpose specifically scaled to be more challenging, with a much better reward at the end.
  • Lysette
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    Mitoice wrote: »
    By @ShedsHisTail

    As to the issue of challenge...
    I agree, at end game, there's not a lot to do if you prefer solo play and dislike PvP.

    What would be great is if ZOS added some "Veteran" quests to the various Guild Lines. Semi Short daily or weekly quests issued by the Fighters or Mages guild (since they need some love anyway) which are more in line with the level of challenge the game had at release, or in Beta.

    Guild contracts that could only be completed Solo, and maybe provide a special guild currency which you could use to purchase guild-specific motifs or gear. Of course, these would only be made available to players of level 50 who have already completed the guild storyline.

    @Lysette
    this is really a good idea!!!!!!!!!
    Or have some alternate cosmetic progression system where you can earn points just like xp points but rewards you with motifs, titles, dye colors etc, just like payday, this can be an easy change but a hardcore player like me feels like you are making progression even while reaching the cap.

    The next housing patch can come with elements like, killing a boss has a 1 percent chance to drop his head you can mount on your wall house,.

    Was, actually, my idea but... You know... Whatever. :)

    ah that is why I did not know what he was talking about at first - sorry, I did not want to take credit for it.
  • FortheloveofKrist
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    Gothren wrote: »

    im still waiting for you to dissect the pc gaming industry and see who has the higher market share. you haven't. not even close. when are you going to do so. that last graph show no correlation what so ever

    https://youtu.be/A8GdVXrR9zE



  • deepseamk20b14_ESO
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    I mean, I'm sure many of you like to give yourself the label "hardcore", but I mean, you play a lot. Like.....A LOT. MOST people, don't play a lot. Now, since I respect the fact you play the game a lot, you do you. Even if you find the need to label yourself hardcore. I get it, you're tough. Congrats. BUT, since most people are not in this fraternity of "hardcore" I don't see ZoS going out of there way to change things.

    HOWEVER, since i do appreciate how "hardcore" you guys and gals are, I think ZoS SHOULD be some effort into creating super hard content that would melt us "normal" or "softcore" (hehe) players faces off. It would even give us people who have less free time something to strive for.

    Hats off to you Mr. Hardcore, hats off.

    *note, I'm dead serious, only slight sarcasm involved, they should make some super challenging things.
    Hey everyone! Look! It's a signature!
  • tist
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    We can't even get a developer response on the broken vMSA drop rates and ridiculous chance to get something useful. For some reason they made it harder to acquire these.
  • Mitoice
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    Mitoice wrote: »
    By @ShedsHisTail

    As to the issue of challenge...
    I agree, at end game, there's not a lot to do if you prefer solo play and dislike PvP.

    What would be great is if ZOS added some "Veteran" quests to the various Guild Lines. Semi Short daily or weekly quests issued by the Fighters or Mages guild (since they need some love anyway) which are more in line with the level of challenge the game had at release, or in Beta.

    Guild contracts that could only be completed Solo, and maybe provide a special guild currency which you could use to purchase guild-specific motifs or gear. Of course, these would only be made available to players of level 50 who have already completed the guild storyline.

    @Lysette
    this is really a good idea!!!!!!!!!
    Or have some alternate cosmetic progression system where you can earn points just like xp points but rewards you with motifs, titles, dye colors etc, just like payday, this can be an easy change but a hardcore player like me feels like you are making progression even while reaching the cap.

    The next housing patch can come with elements like, killing a boss has a 1 percent chance to drop his head you can mount on your wall house,.

    Was, actually, my idea but... You know... Whatever. :)

    @ShedsHisTail
    youre right its your idea, tried to put the quote sign but wouldnt let me, that why i started with the By shedhistail
  • Ffastyl
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    I have completed all of Craglorn save Skyreach Catacombs and Sanctum Ophidia (12 man raid). I can say it is entirely soloable except for 2 main quests and 1 repeatable that require a group of 4 by mechanical design. Challenge wise, Craglorn offers an experience a bit tougher, but still on par, with what I am looking for. If there is anything I would change about encounters it would be to reduce the number of enemies while maintaining the difficulty - have fewer targets to focus on but these targets are much trickier to handle.

    All delves in Craglorn are group instanced as well, preventing unwanted attention or that "2 man" dungeon experience. Craglorn has some great content with each delve ranging from a beautiful romp to varied and unique mechanics. It is simply amazing to do, but since the game's difficulty curve is not built properly up to this level, many are turned away by the skill/group check.

    Introducing more Adventure Zones would be a great step towards catering to hardcore solo players, providing a large world space to explore that promises challenge for group-less individuals.

    Here is the concept I mentioned earlier about creating a second phase of the world akin to Veteran zones for an increased difficulty / difficulty setting.
    Veteran zones today are post-50 content under the "What If" storyline of Cadwell's Silver and Gold, allowing the player to continue progressing in solo PvE and see all of Tamriel on one character. In the past, 2014 precisely, Veteran zones were a challenging post game optimized for groups of two or three players. It was a bump in the difficulty curve and one many solo players could not handle. Fighting three trash mobs was dangerous - deadly, without a proper strategy. But a section of the community could, and enjoyed that increase in challenge. Within half a year the difficulty was smoothed out.

    One Tamriel is on the horizon and it brings the existence of Cadwell's Silver and Gold and Veteran zones into question. With players able to freely roam Nirn under battle leveling, what purpose could these post-50 zones serve? Perhaps they can be repurposed as a "difficulty setting." By applying the normal/Veteran toggle for group instances to zones, the player could travel between phases of the world - one in the myriad of levels pre-50 and the other scaled up to post-50 2014 Veteran zone difficulty or higher (eg CP 300 mobs). The toggle will take effect the next time a player loads into a zone/instance as opposed to immediately and provides a 'safe' haven for those shy of crowded areas as the assumed majority will stay in the normal instances. By creating a separate phase of the world for this increased difficulty, we circumvent the issue a difficulty slider would bring: "What if two people on different difficulties attack the same mob?" The two players cannot interact with one another. Repurposing Veteran zones provides a currently lacking challenge to those who crave it without forcing it on the entire playerbase.
    To clarify, no zones are barred in either phase. This is not keeping the Veteran zones but retooling their underlying phasing.
    "A person is smart. People are dumb, panicky, dangerous animals and you know it."

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  • Lysette
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    I like that Idea, Ffastyl - even I think difficulty sliders would be possible to do, but your idea might be easier to implement - but a difficulty slider would be for all, so this would considerably help out a larger crowd.
  • Ffastyl
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    The idea is basically a difficulty slider, or more a toggle/setting, really. Players can choose between normal and Veteran, just like for dungeons. Except it applies to zones too.

    To make it more like a slider, more settings can be added. The "Heroic" and "Nightmare" modes that have been occasionally mentioned in other threads regarding PvE difficulty. The primary issue with this setup is that each setting added is another phase of the world, which divides the population further. Good for players that want ESO to be close to a single player game, but bad for those that want an MMO.

    Cyrodiil and the Imperial City will unfortunately have to be exempt from this as the population is divided already.
    Edited by Ffastyl on June 30, 2016 11:50PM
    "A person is smart. People are dumb, panicky, dangerous animals and you know it."

    PC NA
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    Ffastyl - Level 50 Templar
    Arturus Amitis - Level 50 Nightblade
    Sulac the Wanderer - Level 50 Dragonknight
    Arcturus Leland - Level 50 Sorcerer
    Azrog rus-Oliphet - Level 50 Templar
    Tienc - Level 50 Warden
    Aldmeri Dominion
    Ashen Willow Knight - Level 50 Templar
    Champion Rank 938

    Check out:
    Old vs New Intro Cinematics


    "My strength is that I have no weaknesses. My weakness is that I have no strengths."
    Member since May 4th, 2014.
  • Mitoice
    Mitoice
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    Ffastyl wrote: »
    I have completed all of Craglorn save Skyreach Catacombs and Sanctum Ophidia (12 man raid). I can say it is entirely soloable except for 2 main quests and 1 repeatable that require a group of 4 by mechanical design. Challenge wise, Craglorn offers an experience a bit tougher, but still on par, with what I am looking for. If there is anything I would change about encounters it would be to reduce the number of enemies while maintaining the difficulty - have fewer targets to focus on but these targets are much trickier to handle.

    All delves in Craglorn are group instanced as well, preventing unwanted attention or that "2 man" dungeon experience. Craglorn has some great content with each delve ranging from a beautiful romp to varied and unique mechanics. It is simply amazing to do, but since the game's difficulty curve is not built properly up to this level, many are turned away by the skill/group check.

    Introducing more Adventure Zones would be a great step towards catering to hardcore solo players, providing a large world space to explore that promises challenge for group-less individuals.

    Here is the concept I mentioned earlier about creating a second phase of the world akin to Veteran zones for an increased difficulty / difficulty setting.
    Veteran zones today are post-50 content under the "What If" storyline of Cadwell's Silver and Gold, allowing the player to continue progressing in solo PvE and see all of Tamriel on one character. In the past, 2014 precisely, Veteran zones were a challenging post game optimized for groups of two or three players. It was a bump in the difficulty curve and one many solo players could not handle. Fighting three trash mobs was dangerous - deadly, without a proper strategy. But a section of the community could, and enjoyed that increase in challenge. Within half a year the difficulty was smoothed out.

    One Tamriel is on the horizon and it brings the existence of Cadwell's Silver and Gold and Veteran zones into question. With players able to freely roam Nirn under battle leveling, what purpose could these post-50 zones serve? Perhaps they can be repurposed as a "difficulty setting." By applying the normal/Veteran toggle for group instances to zones, the player could travel between phases of the world - one in the myriad of levels pre-50 and the other scaled up to post-50 2014 Veteran zone difficulty or higher (eg CP 300 mobs). The toggle will take effect the next time a player loads into a zone/instance as opposed to immediately and provides a 'safe' haven for those shy of crowded areas as the assumed majority will stay in the normal instances. By creating a separate phase of the world for this increased difficulty, we circumvent the issue a difficulty slider would bring: "What if two people on different difficulties attack the same mob?" The two players cannot interact with one another. Repurposing Veteran zones provides a currently lacking challenge to those who crave it without forcing it on the entire playerbase.
    To clarify, no zones are barred in either phase. This is not keeping the Veteran zones but retooling their underlying phasing.

    @Ffastyl
    @ZOS_DaryaK
    this is one of the best ideas ive seen so far,
    thank you!

    this is my main point, you have a BIGGGGG world, but not much to do in it!!! you have 3 veteran vr3 zones........... why? but a dlc with a very tiny zone, just got released.

    This also happened with IC, create a damn good zone, forget about it, and now it becomes a ghost town, you can easily make a capture the flag on Imperial Sewers, just put a flag on each side and believe me, you will appeal to hardcore players without making a new zone and this will reduce lag in cyro which is badly needed.
    Instead of adding new zones, and spending time developing a new zone and delves, upgrade your already existing zones, which are very beautiful by the way, add quests there, hard stuff to do, just like anchors. make a veeeeeery challengin zone a less challenging zone, etc
    As ive said, is not about remaking the game, you can appeal to hardcore players just by adding trivial things.
    @deepseamk20b14_ESO
  • Lysette
    Lysette
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    Ffastyl wrote: »
    The idea is basically a difficulty slider, or more a toggle/setting, really. Players can choose between normal and Veteran, just like for dungeons. Except it applies to zones too.

    To make it more like a slider, more settings can be added. The "Heroic" and "Nightmare" modes that have been occasionally mentioned in other threads regarding PvE difficulty. The primary issue with this setup is that each setting added is another phase of the world, which divides the population further. Good for players that want ESO to be close to a single player game, but bad for those that want an MMO.

    Cyrodiil and the Imperial City will unfortunately have to be exempt from this as the population is divided already.

    Now when I think about it, ESO is phased anyway - it could be possible to get a more crowded or less crowded phase, if we would have a check box for what we want when we are put into the game - this might help with this. I often relog, when I am in a too crowded phase and quite often I end up in a less crowded one then. And this could made with a check box into a player choice, so that the most likely phase is just like the player has requested it via this check box.
  • ADarklore
    ADarklore
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    Sadly, all this talk about creating a system with variable levels is already moot as ESO is going with the "battle leveling" system on ALL their content... they aren't going to go back through and spend even more time on older content making them customizable. They've said many times over that 'players prefer the battle leveled zones' so this is what they're going with. As noted numerous times, they clearly feel the majority of players are casual players who want a casual experience, and their choices as of late further demonstrate that. What this means is that they aren't going to spend any more time changing open-world content to support an extremely small minority of players; clearly they feel if those players want a challenge, they should be doing the Veteran dungeons.
    CP: 2130 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • ShedsHisTail
    ShedsHisTail
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    ADarklore wrote: »
    Sadly, all this talk about creating a system with variable levels is already moot as ESO is going with the "battle leveling" system on ALL their content... they aren't going to go back through and spend even more time on older content making them customizable. They've said many times over that 'players prefer the battle leveled zones' so this is what they're going with. As noted numerous times, they clearly feel the majority of players are casual players who want a casual experience, and their choices as of late further demonstrate that. What this means is that they aren't going to spend any more time changing open-world content to support an extremely small minority of players; clearly they feel if those players want a challenge, they should be doing the Veteran dungeons.

    Which is why I suggested just doing the Delves, or Veteran GUild quests, since they'd be small and contained.
    I think it's too late to entertain hope of getting a revamped open world experience. It's already been tuned down, they aren't gonna tune it back up just for a fraction of the player base.
    "As an online discussion of Tamrielic Lore grows longer, the probability of someone blaming a Dragon Break approaches 1." -- Sheds' Law
    Have you seen the Twin Lamps?
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