Giles.floydub17_ESO wrote: »Transairion wrote: »What a crazy world that we live in. A B2P game where you have to buy content to play it. What a crazy idea. Everything should be free all the time right? ( there may have been some sarcasm in there)
Er, you don't think a Buy to Play game should not require more money after that to play it?
I mean yeah, DLC is one thing, but it would've been kind of crazy to have to pay hard cash to unlock Level 2 of the Witcher. Or Mario. Or... any game you buy with cash. So most of them. Lot of people seem to be under the impression ESO is a Free to Play game or something. I guess the 200+ AUD I spent a few years back was just for the fun of seeing my bank account balance go down.
Witcher and Mario are not MMOs that require servers to maintain.
Rockstar doesn't charge anything extra nor locks content behind pay walls yet they maintain the GTA Online servers for the 1 time cost of the base game. They even add extra content for free and have been doing so steadily since release. The only thing they sell is cash cards which is a convenience purchase as cash can be easily earned in game.
Do they even make real MMOs and add content? I don't think GTA is a real MMO.
No, the dungeons are a part of the base game. The dungeons are the content. The pledges are a bonus incentive system designed to get everyone "on the same page" each day to make it easier to group. Having divergent pledges is counterproductive to the whole purpose of pledges.All I am saying with pledges is that they are taking away pledges from the base game, something they said they wouldn't do. And then I offered a solution that wouldn't take away anything from the base game but offer even more content to DLC purchasers and subscribers. I don't see how anyone could possibly have a problem with that.
No, the dungeons are a part of the base game. The dungeons are the content. The pledges are a bonus incentive system designed to get everyone "on the same page" each day to make it easier to group. Having divergent pledges is counterproductive to the whole purpose of pledges.All I am saying with pledges is that they are taking away pledges from the base game, something they said they wouldn't do. And then I offered a solution that wouldn't take away anything from the base game but offer even more content to DLC purchasers and subscribers. I don't see how anyone could possibly have a problem with that.
Plus, it would be a mess to implement. You do something like this, and next, the subscribers who would prefer an easy gold key facerolling through Darkshade would would complain and ask for a way to get the alternate pledge.
I don't want ZOS wasting their time making the system more complicated to accomplish a dubious goal that would undermine the purpose of the pledge system.
The base game content is there. You get fewer incentives to run them. And that's perfectly fine.
No, the dungeons are a part of the base game. The dungeons are the content. The pledges are a bonus incentive system designed to get everyone "on the same page" each day to make it easier to group. Having divergent pledges is counterproductive to the whole purpose of pledges.All I am saying with pledges is that they are taking away pledges from the base game, something they said they wouldn't do. And then I offered a solution that wouldn't take away anything from the base game but offer even more content to DLC purchasers and subscribers. I don't see how anyone could possibly have a problem with that.
Plus, it would be a mess to implement. You do something like this, and next, the subscribers who would prefer an easy gold key facerolling through Darkshade would would complain and ask for a way to get the alternate pledge.
I don't want ZOS wasting their time making the system more complicated to accomplish a dubious goal that would undermine the purpose of the pledge system.
The base game content is there. You get fewer incentives to run them. And that's perfectly fine.
Sorry, but the pledges were in the game prior to it going free, so it is base game content. It is also the primary way to level up undaunted. So say what you want but by including DLC dungeons in the pledge rotation they are taking away from the base game. And if adding another quest giver is too complicated for the dev team then they might as well shut the game down now. But personally, I think it is something they can handle.
DeadlyRecluse wrote: »At some point they should disconnect the IC dungeons from the DLC (and drop the price of the DLC significantly). Maybe on the IC anniversary or something. Otherwise the will *eventually* get into the situation OP is alleging, where a very high portion of the pledges are DLC.
I was ok with 2 DLC exclusive dungeons, IC DLC was the most sold DLC since the start of releasing DLCs so it makes sense to include it in the daily pledges
Shadow of the Hist, however, is the least sold (or actually failed ) DLC and has the least sales.. and you include it in the daily pledges,, as gold pledge? its a failed dungeon DLC played by the absolute least number of players, throw its dungeons as silver pledges
Transairion wrote: »Callous2208 wrote: »I look at this post in a different light. Game must be doing pretty good if this is the type of nonsense people have to complain about. Talk about a stretch. Seems more like a @L2Pissue to me.
Yet more baffling than anything, nobody has bothered to disprove the OP because they haven't understood what they're saying.
They're saying since Hist DLC landed on PC, 4/7 Veteran Pledges (7 per week, 1 per day) are DLC Pledges. Nobody has yet to disprove that isn't the case, even though I think that's wrong and the pledges have a set 12 Pledge order that was shuffled when the new ones are added.You keep saying this. It's incorrect. You do understand that the pledges are NOT on a weekly cycle right? They are on a 12-day cycle.
Every 12 days you will get the 8 Non-DLC vet pledges, and the 4 DLC vet pledges.
I don't know what you are basing your "4 DLC pledges per week" claim on, but it's wrong.
This is an actually constructive post: do we have the new 12 day cycle for Undaunted Pledges yet somewhere? I know in the old cycle it was Spindle -> Imp City DLC dungeons. That's really all the proof we need to know OP is wrong.
Even I don't think ZOS would push DLC so hard by having 4/7 Pledges per week being DLC pledges: you don't make $ by alienating half or more of your playerbase.
I was ok with 2 DLC exclusive dungeons, IC DLC was the most sold DLC since the start of releasing DLCs so it makes sense to include it in the daily pledges
Shadow of the Hist, however, is the least sold (or actually failed ) DLC and has the least sales.. and you include it in the daily pledges,, as gold pledge? its a failed dungeon DLC played by the absolute least number of players, throw its dungeons as silver pledges
Carbonised wrote: »I believe vet dungeons should indeed be doable even in pugs, when everyone in the group knows what they're doing and have experience, not to mention 500+ CP.
Carbonised wrote: »I believe vet dungeons should indeed be doable even in pugs, when everyone in the group knows what they're doing and have experience, not to mention 500+ CP.
You exaggerate.
I did the vRoM pledge last week with a friend and two PUGs who each had under 250 CP. Was it rough? Yes. But we completed it and got the gold key. And now that everyone in the group done the dungeon and know what to expect, I'd imagine if that if we were to have run again, it would've gone much smoother. And there's the option of doing it in normal mode, which really isn't a loss given how much they buffed the drop rate of items from the silver chests.
Are the SotH dungeons harder than the typical pledge dungeon? Yes. A large part of that is the fact that it's new and people haven't had a chance to become comfortable with them, and yes, a part of that is because they are just harder. But you don't need a "perfect" group to complete it.
are you kidding me? i must have DLC to play over 50% of the pledges who gives gold key?
Carbonised wrote: »Gold pledges shouldn't be nigh impossible for 4 cp450+ competent players imo.
Carbonised wrote: »Gold pledges shouldn't be nigh impossible for 4 cp450+ competent players imo.
But it isn't. Did I mention that two members of my group had under 250 CP? Let me mention that again.
No, the dungeons are a part of the base game. The dungeons are the content. The pledges are a bonus incentive system designed to get everyone "on the same page" each day to make it easier to group. Having divergent pledges is counterproductive to the whole purpose of pledges.All I am saying with pledges is that they are taking away pledges from the base game, something they said they wouldn't do. And then I offered a solution that wouldn't take away anything from the base game but offer even more content to DLC purchasers and subscribers. I don't see how anyone could possibly have a problem with that.
Plus, it would be a mess to implement. You do something like this, and next, the subscribers who would prefer an easy gold key facerolling through Darkshade would would complain and ask for a way to get the alternate pledge.
I don't want ZOS wasting their time making the system more complicated to accomplish a dubious goal that would undermine the purpose of the pledge system.
The base game content is there. You get fewer incentives to run them. And that's perfectly fine.
Sorry, but the pledges were in the game prior to it going free, so it is base game content. It is also the primary way to level up undaunted. So say what you want but by including DLC dungeons in the pledge rotation they are taking away from the base game. And if adding another quest giver is too complicated for the dev team then they might as well shut the game down now. But personally, I think it is something they can handle.
The pledge system is a part of the base game, but that's irrelevant. It's not actual content--it's an incentive system to encourage people to do the content. And it's a system whose purpose will be diluted if you fragment it. And if that means people who don't have the DLC don't get an entitlement of one chance at a gold key every day, that's fine. The dungeons are still there, and you're free to run whatever base game dungeon you want on DLC pledge days, just without a key.
Carbonised wrote: »Carbonised wrote: »Gold pledges shouldn't be nigh impossible for 4 cp450+ competent players imo.
But it isn't. Did I mention that two members of my group had under 250 CP? Let me mention that again.
You can mention that till you're blue in the face.
Doesn't change the fact that ZOS lowered the difficulty of vICP and vWGT exactly and specifically because their numbers showed that too few people were running those dungeons as gold pledges.
And then they added 2 Hist dungeons into the rotation, that were even harder than the IC dungeons. Makes absolutely no sense.
And to comment on your post specifically, judging from your boastful signature, I'm betting you and your friend carried the 2 others through that dungeon. And you said it yourself that it was painful. And seeing as you write 'key' and not 'keys', I'm assuming you didn't do hard mode, which is the requirement for 2 keys. And I'd also say that CoS is quite easier than RoM
Was there anything else?
Hum no?
Non-DLC:
1. Banished Cells
2. Spindleclutch
3. Fungal Grotto
4. Darkshade Caverns
5. Elden Hollow
6. Wayrest Sewers
7. City of Ash
8. Crypt of Hearts
DLC:
9. White-Gold Tower
10. Imperial City Prison
11. Craddle of Shadows
12. Ruins of Mazzatun
That's 4 out of 12.
there are 12 pledges, but the "pledge wheel" doesnt do ALL non-DLC gold pledges at a time.
it does like:
4 DLC dungeons
3 non-DLC dungeons(changing each time)
and repeat
Averya_Teira wrote: »The DLCs are, imo, well priced. Buy them. ZOS can be greedy with crown stuff, but in the end they are not a charity. If you want to do content, buy it.
Carbonised wrote: »Carbonised wrote: »Gold pledges shouldn't be nigh impossible for 4 cp450+ competent players imo.
But it isn't. Did I mention that two members of my group had under 250 CP? Let me mention that again.
You can mention that till you're blue in the face.
Doesn't change the fact that ZOS lowered the difficulty of vICP and vWGT exactly and specifically because their numbers showed that too few people were running those dungeons as gold pledges.
And then they added 2 Hist dungeons into the rotation, that were even harder than the IC dungeons. Makes absolutely no sense.
And to comment on your post specifically, judging from your boastful signature, I'm betting you and your friend carried the 2 others through that dungeon. And you said it yourself that it was painful. And seeing as you write 'key' and not 'keys', I'm assuming you didn't do hard mode, which is the requirement for 2 keys. And I'd also say that CoS is quite easier than RoM
Was there anything else?
My friend was a tank--not much a tank could do to carry, and I was on an alt. And yes, vCoS is easier than vRoM. But why do you mention that? I specifically said vRoM in my post.
You seem to have this strange notion that things don't get easier as people do them. For example, my first clear of vMA cost me hundreds of deaths (even my second clear cost me nearly a hundred deaths), and my most recent clear cost me just 2 deaths. But vMA's difficulty hasn't been nerfed at all in that time. The only thing that's changed is the amount of practice that I've had.
Is vICP/vWGT easier for me than the SotH dungeons? Yes. Is it because vICP/vWGT are actually easier? I don't think so. I think it's because I've had months of experience running vICP/vWGT. My first clears of vICP took 3+ hours and my first clear of vWGT took 2+ hours. My first clears of vRoM and vCoS took over 2 hours each, but with practice and a higher comfort level, I got the vRoM and vCoS speed runs last night (30 minutes) with ample time to spare (and even got no-death, too).
I've run the SotH dungeons enough times by now that I think that once I figure in the differing comfort levels, they're about on par with vWGT/vICP--probably even a bit easier. What you can't do is compare the difficulty of a fresh dungeon--when you've had zero practice and zero experience--against a dungeon that you've run so much that you can navigate it in your sleep.
And correct, it was not hard mode. Hard mode is very difficult, even with a good group, but that's perfectly fine--you don't need to do hard mode to get a gold key. People have been so spoiled by things like the vICP so-called "hard" mode that gave you an extra free gold key for basically doing nothing different. It's good that hard mode is actually hard in these dungeons and that they are a meaningful and substantial jump in difficulty. Just don't go for the extra key. It's fine, the world won't end if you only get one key. I don't always go for the extra key, even with a good group.
Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Gold pledges shouldn't be nigh impossible for 4 cp450+ competent players imo.
But it isn't. Did I mention that two members of my group had under 250 CP? Let me mention that again.
You can mention that till you're blue in the face.
Doesn't change the fact that ZOS lowered the difficulty of vICP and vWGT exactly and specifically because their numbers showed that too few people were running those dungeons as gold pledges.
And then they added 2 Hist dungeons into the rotation, that were even harder than the IC dungeons. Makes absolutely no sense.
And to comment on your post specifically, judging from your boastful signature, I'm betting you and your friend carried the 2 others through that dungeon. And you said it yourself that it was painful. And seeing as you write 'key' and not 'keys', I'm assuming you didn't do hard mode, which is the requirement for 2 keys. And I'd also say that CoS is quite easier than RoM
Was there anything else?
My friend was a tank--not much a tank could do to carry, and I was on an alt. And yes, vCoS is easier than vRoM. But why do you mention that? I specifically said vRoM in my post.
You seem to have this strange notion that things don't get easier as people do them. For example, my first clear of vMA cost me hundreds of deaths (even my second clear cost me nearly a hundred deaths), and my most recent clear cost me just 2 deaths. But vMA's difficulty hasn't been nerfed at all in that time. The only thing that's changed is the amount of practice that I've had.
Is vICP/vWGT easier for me than the SotH dungeons? Yes. Is it because vICP/vWGT are actually easier? I don't think so. I think it's because I've had months of experience running vICP/vWGT. My first clears of vICP took 3+ hours and my first clear of vWGT took 2+ hours. My first clears of vRoM and vCoS took over 2 hours each, but with practice and a higher comfort level, I got the vRoM and vCoS speed runs last night (30 minutes) with ample time to spare (and even got no-death, too).
I've run the SotH dungeons enough times by now that I think that once I figure in the differing comfort levels, they're about on par with vWGT/vICP--probably even a bit easier. What you can't do is compare the difficulty of a fresh dungeon--when you've had zero practice and zero experience--against a dungeon that you've run so much that you can navigate it in your sleep.
And correct, it was not hard mode. Hard mode is very difficult, even with a good group, but that's perfectly fine--you don't need to do hard mode to get a gold key. People have been so spoiled by things like the vICP so-called "hard" mode that gave you an extra free gold key for basically doing nothing different. It's good that hard mode is actually hard in these dungeons and that they are a meaningful and substantial jump in difficulty. Just don't go for the extra key. It's fine, the world won't end if you only get one key. I don't always go for the extra key, even with a good group.
Lets see, vMA, hard mode vSO, vMoL etc etc. Yeah nice try passing yourself on as a regular pug.
You seem to have the strange notion that everyone likes super insane hard content just because you do.
CoS and RoM are harder than IC dungeons and everything else, no least due to all the amount of circus bullsh*t you have to do all the time due to boss mechanics. Like the RNG maze at Velidreth and the invulnerable boss phases in both dungeons and I could go on.
You're the odd one out, the game shouldn't be balanced towards your specific needs when you represent like 1 % of the playerbase, mac.
The rest of us pay way more in subs than you do, and I think I'm a better representative of the average endgame player than you are by a long shot.
If you want super insane hard content, just carry on doing your vet trials, we don't need vet dungeons to become inaccessable to the average player as well.