Seems like a good way to do it to me.Shadesofkin wrote: »Interesting when people talk about how Craglorn was popular in 2014... let's also remember how little new content there was back then, so people had little choice if they wanted to do something new... let's also remember that on Console, Craglorn has NEVER been popular- and ZOS has the data-mining to prove it. So as of now, Craglorn is a large wasted zone that will bring in more players to the zone once it becomes more solo-friendly, especially since an extremely large population, if not the majority, are solo players.
And the mix it has on the PTS now is fine for that. Yes, there are swaths that one might not consider "solo friendly" but the main quest is and the vast majority of overland is.
The problem I see with the Craglorn on the PTS is they nerfed it too much. I understand that you are trying to make it soloable, but at least make the mobs somewhat of a challenge. I use to go to Upper Craglorn to test my builds a bit taking on some of the mobs. Now they drop like flies. The Scaled Court Illusionists use to kick my butt but now they are a bunch of wimps.
Shadesofkin wrote: »The problem I see with the Craglorn on the PTS is they nerfed it too much. I understand that you are trying to make it soloable, but at least make the mobs somewhat of a challenge. I use to go to Upper Craglorn to test my builds a bit taking on some of the mobs. Now they drop like flies. The Scaled Court Illusionists use to kick my butt but now they are a bunch of wimps.
I disagree. I mean, yes for some of us (myself included) it's a cakewalk, but the average player is not like that. In fact, I would go as far as saying that the average player will consider it a challenging experience.
I_killed_Vivec wrote: »Shadesofkin wrote: »The problem I see with the Craglorn on the PTS is they nerfed it too much. I understand that you are trying to make it soloable, but at least make the mobs somewhat of a challenge. I use to go to Upper Craglorn to test my builds a bit taking on some of the mobs. Now they drop like flies. The Scaled Court Illusionists use to kick my butt but now they are a bunch of wimps.
I disagree. I mean, yes for some of us (myself included) it's a cakewalk, but the average player is not like that. In fact, I would go as far as saying that the average player will consider it a challenging experience.
I was hoping that it would be a challenging experience. Craglorn should be scary, where you think twice about leaving the beaten path. Everything else is going to be battle-levelled, can't we have one place where you can go to frighten yourself?
Shadesofkin wrote: »I am disappointed that Crag is being cookie-cuttered like the rest of the zones. It would be nice to have updated overland group content. CP 160 group content and upgraded rewards would have brought players back. It did not need to be completely nerfed.
I recall Matt Firor talking about about the zone is empty and how he's never been there on the live servers, but during 2014 Crag was packed and a lot of fun. It remained a fairly popular zone until the Orsinium DLC.
A problem ESO now has is that all Overland content is so easy that it's horribly boring and pointless to group when completing it. To me, this is a real problem in an MMO.
I did Crag like mad during the days of VR10 and VR12. Before the dark times, before the Unlimited.
In all seriousness, I think Crag as a group zone was always better than as something solo friendly. I loathe how little people seem to recognize the inherent benefit of a zone complete with regular repeatable daily quests for groups. The only problem is that the loot and experience were just absymal. Now the loot is slightly better (though seriously I farmed for hours and got no Martial Knowledge) and the experience is excellent. They just need to add a group finder set up for it.
Shadesofkin wrote: »I am disappointed that Crag is being cookie-cuttered like the rest of the zones. It would be nice to have updated overland group content. CP 160 group content and upgraded rewards would have brought players back. It did not need to be completely nerfed.
I recall Matt Firor talking about about the zone is empty and how he's never been there on the live servers, but during 2014 Crag was packed and a lot of fun. It remained a fairly popular zone until the Orsinium DLC.
A problem ESO now has is that all Overland content is so easy that it's horribly boring and pointless to group when completing it. To me, this is a real problem in an MMO.
I did Crag like mad during the days of VR10 and VR12. Before the dark times, before the Unlimited.
In all seriousness, I think Crag as a group zone was always better than as something solo friendly. I loathe how little people seem to recognize the inherent benefit of a zone complete with regular repeatable daily quests for groups. The only problem is that the loot and experience were just absymal. Now the loot is slightly better (though seriously I farmed for hours and got no Martial Knowledge) and the experience is excellent. They just need to add a group finder set up for it.
Just wanted to say, I went there for about 30 mins and got three pieces of Martial Knowledge, Gloves, Robe, and Belt.
In craglorn it still feels like a group zone not solo. The out land zone is fine for solo somewhat. The quests are still geared for groups. The devs are even harder on test then live. To bill this zone as solo friendly it is not their yet. I do not think you should keep any group quests or group devs. Make them solo friendly. Trials and dragon stars should stay the same.
Solo content - would be all quests and devs.
Group - Dragon Star Arena
Raid - Trials
If you are lower levelled then yes, you might 'need' more than yourself but the group areas don't actually have any group mechanics left to them now so they are soloable.Yes overland is solo friendly now. The group areas are linked to quests. Many of theses quest have not been done since you need more then yourself.
Unfortunately that's the same logic that everyone uses when people say '<dungeon here is too hard>' as well, thus resulting in 99% of the game feeling 'too easy' for anyone with more than 160CP if that person knows how to play their character.]Remember that this zone will be played by all levels with all sorts of gear and cp points. When testing make sure you use the lower level 30 templates. Do not put on the best gear.
Important for all testing to think not only for max cp but low cp levels as well.
We want to thank everyone who’s helped us test all of the changes in Craglorn. We’re reading the feedback daily and are taking it into consideration for any additional changes we make.
Here are a few changes we’ve made so far.
• We’ve updated the monster difficulty across much of the zone and feel it’s in a better place to judge the combat balance. We will continue to review feedback and are evaluating additional changes
• A multi-player icon will appear next to the quest name in the center screen message after accepting a group quest.
• A multi-player icon will appear next to the quest name in the quest tracker when a group quest is selected.
• Repeatable quest icons over a quest giver’s head now appear as blue instead of white.
• We’ve resolved an issue that prevented several monsters in Craglorn from dropping appropriate loot for One Tamriel.
I lost all of my Craglorn wayshrines on my character that had 100% completion in Craglorn.
Is this a bug?
JR_Returns wrote: »Upper Craglorn has been totally nerfed, you could almost complete it with bear fists and no armour (the bloody spelling checker is telling me that I've spelt armour wrong, I'm English, I was born in England and I speak English, it makes my blood boil, God how I hate Microsoft).
The patch notes said that all quests have been reset, but hopefully any that have been completed already will still count for the final quests if those aren't done yet. Considering the overhaul to the zone, it's not surprising that all map markers have been reset too.