Callous2208 wrote: »ShedsHisTail 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.
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.
cosmic_niklas_93b16_ESO 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.
ShedsHisTail wrote: »Callous2208 wrote: »ShedsHisTail 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.
ShedsHisTail wrote: »Callous2208 wrote: »ShedsHisTail 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.
Callous2208 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.
Callous2208 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.
ShedsHisTail wrote: »ShedsHisTail wrote: »Callous2208 wrote: »ShedsHisTail 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.
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.
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,.
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
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 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.
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/A8GdVXrR9zEShedsHisTail 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.
To clarify, no zones are barred in either phase. This is not keeping the Veteran zones but retooling their underlying phasing.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.
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.To clarify, no zones are barred in either phase. This is not keeping the Veteran zones but retooling their underlying phasing.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.
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.
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.