[Poll] Dungeon DLC Negativity

AuldWolf
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Looking at the official release thread for Wolfhunter and Murkmire, there's a lot of animosity about dungeon DLCs. I've seen this sentiment before, that ZOS are 'releasing loads of dungeon content that no one will ever really play.' I've even seen people say that ESO has too much trial content right now.

I'm going to keep this simple: How should they fix that? Let's try and discover the general sentiment. Since there is a strong negativity surrounding this topic, I think it needs to be looked at. Please spend some time introspecting as the results are likely going to be fairly split. Consider what you'd find a tolerable second, or third solution and add those to the thread as a comment.

What would you do about the negative reception dungeon DLCs get?

[Poll] Dungeon DLC Negativity 273 votes

They should be public dungeons.
1%
HidesFromSunlihentianKawallCrafts_Many_BoxesTourismTamriel 5 votes
They should be delves.
0%
They should be private group dungeons but they should scale to the party number and have difficulty settings.
11%
DeathStalkervailjohn_ESODarcyMardinLonePiratealainjbrennanb16_ESOadriant1978ElboronAshtarisGhanima_AtreidesCendrillion21jwjackson5674tunepunkFiremantimApplebladeperditionerBallcapFLuFFyxMuFFiNTevalaurVajaxDoctordarkspawn 32 votes
Quit making dungeon DLCs, they should only bother with content DLCs (Clockwork City, Thieves Guild) and quality of life DLCs (Homestead, One Tamriel).
35%
MojmirEarrindocalitrumanb14_ESOdaryl.rasmusenb14_ESODominoidGythralRudalAimoraaubrey.baconb16_ESOBleakravenSoellaNebthet78AlinielThestephenmcraeub17_ESOfalcasternub18_ESOTerraDewBerryLonestryderEdaphonTommy83runagate 98 votes
Nothing, leave things as they are.
50%
Aren_LioreDoctor_ZeussAlchemicalAcrolasotis67geofhob14_ESOPlagueSDSvenjazariaXylthaxLoralai_907srfrogg23hondelinkGraydonGiraffonbellatrixedAmarladoHuyenThe_AurorGuppet 138 votes
  • Apherius
    Apherius
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    Public dungeon.. Delves seriously ? What the point buying this type of content .. There is already 1 chapter + 1 story DLC per year, stop being selfish ...

    If they keep doing dungeon DLC it's probably because it sell well, and this is not because " some people said eso has too much trial content " that no one care about DLC dungeon, I Care, and i'm not the only one.

    between, the normal difficulty is faceroll easy ... It's almost like a public dungeon and delve. If this is what you are looking for.
    Edited by Apherius on July 3, 2018 2:33PM
  • RedRook
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    Nothing, leave things as they are.
    Somebody somewhere is pushing them to put out new content every quarter. When it's a dungeon DLC we get a few new bugs and some OP gear to make it all more appealing. When it's a story and content "chapter" the game is chaotic and godawful for months.

    Careful what you ask for kids.
  • jlmurra2
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    Most of what I read on this forum makes me feel quality of life updates, fixing, and enhancing existing content, and rebalancing gameplay/classes/race passives would be much more appreciated than than adding more DLCs at this time.

    Once those things are addressed, then more DLCs would be great.
  • Soella
    Soella
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    Quit making dungeon DLCs, they should only bother with content DLCs (Clockwork City, Thieves Guild) and quality of life DLCs (Homestead, One Tamriel).
    Dungeon DLC cater only for relatively small percentage of players, so one such DLC per year is more than enough I think.

    I would be OK with couple dungeon DLC/year if they introduce "story" mode for dungeons - easy to solo, no gear drop - plus some quest line leading to the dungeon. Still much less development than proper content DLC, but at least something to do for casuals.
  • Korah_Eaglecry
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    My only issue with these DLCs is that they are rolled out like they are normal DLCs. They take up an entire Quarter and we essentially have to wait 4-6 months for actual content that the average player can engage for longer than an hour or two. Not to mention that they are typically overpriced for what they bring to the game compared to similarly priced DLC that unlock new zones.
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  • AuldWolf
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    For those curious of my motivations for this thread? I made a post in this topic about the toxicity of trials. Essentially, trials being as they are now will always be toxic since the power lies with sociopathic people. Even if you do something as simple as make them continually scale to the party count (so if someone gets kicked, the dungeon accounts for that), it takes power away from those people who're solely responsible for trial toxicity.

    Am I wrong?
  • aaisoaho
    aaisoaho
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    Nothing, leave things as they are.
    Well, the delve/public dungeon would make them one-and-done. When they're group dungeons, at least you get the pledges encouraging you to do them more. We already have (a limited) difficulty option, normal/veteran. I think they should make some easier DLC dungeons, because atm we have a huge gap in difficulty when comparing DLC and non-DLC dungeons, maybe the difficulty should be somewhat midway between CoA 2 and WGT, so at least the less experienced players could do them too.

    BTW, what if they'd do a "mini-trial" 4-man dungeons to satisfy the need for difficulty select? I'm not sure how I'd feel about it.
  • Sektion67
    Sektion67
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    I hate it when it feel like a game studio is afraid to take chances, and shake things up a bit. It feels like ZOS is playing it so safe, and that doesn't translate into an interesting game. What did we really get with Summerset? Delves, public dungeons, world bosses, a mini-trial with no since of progression. Does this all sound familiar? It should.

    Yes, I'm being critical. I know this game can be more and I'd like to see it move forward and not grow stagnant. You can only slap a new coat a paint on for so long before the cracks start to show.

    And don't even get me started on the giant fetch quest that is the Psijic Order. For a major selling point of Summerset, this is just a sad joke.
  • Prabooo
    Prabooo
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    Nothing, leave things as they are.
    LOL some people are never satisfied, now dem are complaining because there is too much content! PLOP!
  • Delpi
    Delpi
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    Quit making dungeon DLCs, they should only bother with content DLCs (Clockwork City, Thieves Guild) and quality of life DLCs (Homestead, One Tamriel).
    I remember when they release a whole mini-zone with TWO DUNGEONS in it.... you know, the imperial city DLC... or a "chapter DLC" *ahem* *ahem* Orsinium DLC...

    We are getting less and less over time. It's so sad.
    "I used to be an adventurer like you. Then I took an arrow in the knee..."
  • inthecoconut
    inthecoconut
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    Nothing, leave things as they are.
    I'd PREFER area DLCs like Clockwork and Orsinium. But that doesn't mean I don't want new dungeons. In fact, if there was content that I stopped playing, it'd be the vanilla dungeons. I vastly prefer the DLC versions over the base-game dungeons. If queue times are higher for DLC content it is likely because not everyone buys the subscription so you are pooling from a lower population compared to the base dungeons, which every player has access to.

    If you are having a difficult time getting into a specific dungeon, try looking for a guild that specializes in doing dungeon runs.

    EDIT: Also just wanted to add, Dungeons have much higher replayability for someone like me. I beat Orsinium once, but it is unlikely I will ever play it again, whereas a dungeon I'll do repeatedly.
    Edited by inthecoconut on July 3, 2018 4:20PM
  • Guppet
    Guppet
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    Nothing, leave things as they are.
    I chose nothing as that’s closest. I think that dungeon DLC is good. What they need to do is give them better mechanics. They are all artificially hard, due to irritating mechanics.

    Seems hard is a combination of ccing the player, one shots and unavoidable AOE.

    Heaven forbid you get CC’d then hit with a one shot while not able to move. That’s not enjoyable difficulty, that’s frustrating random combinations.

    Did a dev play vet Prison and get dropped into another portal on Warden and think that was enjoyable or something.

    If you die, it should be because you messed up, not because RNG decided to screw you.

    Cc in pve should be very rare. It’s not enjoyable. Failing that, the cc break needs major work. Try breaking cc an console as tank before a one shot hits you, that’s sooo fun.
    Edited by Guppet on July 3, 2018 4:18PM
  • SquareSausage
    SquareSausage
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    Quit making dungeon DLCs, they should only bother with content DLCs (Clockwork City, Thieves Guild) and quality of life DLCs (Homestead, One Tamriel).
    Haha I can imagine at some point in the future there will be more DLC dungeons than normal dungeons and then random dungeon finder will be a whole lot more challenging.

    I can deal with DLC dungeons myself np if on a dps but its an issue if on my tank or heal and when there are mechanics and you have a group of new players or less experienced or DPS lacking in the random group.

    I'd really like to see a new housing DLC, adding new options, increased housing capacity, a more detailed editor where you can place pre made housing styles and not just planks and rocks etc on an already existing house.
    Breakfast King
    PS4 EU
  • Apache_Kid
    Apache_Kid
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    Nothing, leave things as they are.
    Is this a real poll?

    Casual players get story DLCs AND a chapter every year and they want more? End-game players deserve DLCs too.

    Dungeon DLCs are my absolute favorite DLCs because it is difficult content that presents a challenge that i only need to gather 3 other friends for instead of 11.

    Sorry that some players are bad and can't complete the content but if they want to enjoy the DLC dungeons just do them on normal or simply learn to play the game better.

    SO sick of people wanting to change to accommodate the lowest common denominator. Huge problem with society right now.
    How about we go back to rewarding excellence and asking people to improve instead of dumbing down the best DLCs we get to content that we would clear in 20 minutes. This feels like a sick joke.

    Edit: I can clear a story dlc zone like clockwork city of all quests in a day if I get a saturday or sunday to do it. fang lair HM took us a couple weeks to beat. One offers way more content than the other if you actually go for the achievements.
    Edited by Apache_Kid on July 3, 2018 4:25PM
  • Cage_Lizardman
    Cage_Lizardman
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    Nothing, leave things as they are.
    I wish they'd stop making trials and make more dungeons. A lot more dungeons. They can skip the story dlc's too for all I care.
  • Apache_Kid
    Apache_Kid
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    Nothing, leave things as they are.
    I wish they'd stop making trials and make more dungeons. A lot more dungeons. They can skip the story dlc's too for all I care.

    Yaaasssss slay!!!
  • mesmerizedish
    mesmerizedish
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    None of the above. If they're in a situation where they're gonna put out TWO dungeon DLCs in the same year, one of them should be some sort of PvP DLC instead.
  • redspecter23
    redspecter23
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    Nothing, leave things as they are.
    Meh, they can make the content they want to I suppose. I have absolutely zero interest in dungeon DLC's. I haven't enjoyed any of them since Imperial City and even then, I played the pvp/pve zone and mostly ignored the dungeons. It's just not something I care about at all. I enjoy many of the non dlc dungeons, but I find the dlc dungeons either lengthy, too difficult for my liking or a combination of both. I played one of the newer ones... once on normal. I got tired of packs of trash standing outside closed door. kill mobs. open door. watch mini boss monologue for a minute, kill boss. repeat 5 times. I do understand that some people enjoy this sort of content, but I'm not a fan at all.
  • Giraffon
    Giraffon
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    Nothing, leave things as they are.
    There is one thing I wish they would change for all dungeons. I think you should be allowed to stay in the cleared dungeon for as long as you want even if you are the only one left and are no longer in a group.
    Giraffon - Beta Lizard - For the Pact!
  • max_only
    max_only
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    Quit making dungeon DLCs, they should only bother with content DLCs (Clockwork City, Thieves Guild) and quality of life DLCs (Homestead, One Tamriel).
    The only thing I hate about it is the community response to them. They write and act and animate a whole story line and y’all just skip it. Then y’all complain.
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  • Raammzzaa
    Raammzzaa
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    Nothing, leave things as they are.
    None of the above. If they're in a situation where they're gonna put out TWO dungeon DLCs in the same year, one of them should be some sort of PvP DLC instead.

    I couldn’t agree more! Although, at this point I’ll just take them fixing the freezes!!!
  • Mettaricana
    Mettaricana
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    I kinda just want a few new dungeons that dont require elite class players to do they've crossed the line between fun and work after shadows of hist now i dont even bother buying or doing dlc dungeons . Not even enough ppl doing it beciase they either got their skin or cant complete it period...
  • WeylandLabs
    WeylandLabs
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    You realize that ZOS has another 4 years of making pve content right ? Until then pay your subscriptions, roleplay, buy digital houses, mounts, achievement hunt, work on fashion waste your money until es6 comes out, and do it for another 20 years lmfao. #lifegoals
  • DuskMarine
    DuskMarine
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    Nothing, leave things as they are.
    the more content the better
  • LonePirate
    LonePirate
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    They should be private group dungeons but they should scale to the party number and have difficulty settings.
    jlmurra2 wrote: »
    Most of what I read on this forum makes me feel quality of life updates, fixing, and enhancing existing content, and rebalancing gameplay/classes/race passives would be much more appreciated than than adding more DLCs at this time.

    Once those things are addressed, then more DLCs would be great.

    You’re looking at things from a customer perspective and not from an accounting perspective. ZOS cannot sell that sort of update. It can’t be packaged separately from the current game and sold in the Crown Store. As such, ZOS has zero incentive to do that. What they can do is crank out a couple of dungeons and put those in the Crown Store for players to buy because those dungeons constitute a revenue source.

    Without a profit motive, there is no reason for any business to act. We’re long past the days of any business existing simply to satisfy customers.
  • Danikat
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    I don't think I'm particularly negative about them but dungeon DLCs don't interest me and I don't buy them.

    Dungeons are fun when I can find a like-minded group (and ok even when everyone else seems to hate the idea of being in there and wants to get it done ASAP) but I don't do them often enough that it seems worth paying for more of them. So the end result is that there's 1 less release a year for me.

    Especially since 'story' DLC and expansion also include dungeons or trials, so it seems a bit like they're made for everyone - solo/story players and 'end game' players, and then the end game players get an extra DLC just for them.

    I suppose it's good in a way because it makes ESO cheaper for me. But it is disappointing to hear there's a big announcement about new content and then find there's nothing in it for me.
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  • MLGProPlayer
    MLGProPlayer
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    Nothing, leave things as they are.
    99% of this game is overland content. Stopping the release of dungeons and trials would completely alienate their endgame players.

    The game needs something for everyone.
    Edited by MLGProPlayer on July 3, 2018 5:57PM
  • MLGProPlayer
    MLGProPlayer
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    Nothing, leave things as they are.
    Danikat wrote: »
    I don't think I'm particularly negative about them but dungeon DLCs don't interest me and I don't buy them.

    Dungeons are fun when I can find a like-minded group (and ok even when everyone else seems to hate the idea of being in there and wants to get it done ASAP) but I don't do them often enough that it seems worth paying for more of them. So the end result is that there's 1 less release a year for me.

    Especially since 'story' DLC and expansion also include dungeons or trials, so it seems a bit like they're made for everyone - solo/story players and 'end game' players, and then the end game players get an extra DLC just for them.

    I suppose it's good in a way because it makes ESO cheaper for me. But it is disappointing to hear there's a big announcement about new content and then find there's nothing in it for me.

    Story DLCs only include 1 trial and countless hours of story content. You need to give endgame players more than that or they'll leave, hence dungeon packs.
    Edited by MLGProPlayer on July 3, 2018 5:59PM
  • eso_nya
    eso_nya
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    Quit making dungeon DLCs, they should only bother with content DLCs (Clockwork City, Thieves Guild) and quality of life DLCs (Homestead, One Tamriel).
    Just my 2 cents on that topic:
    Story and exploration r whats great in eso.
    Groupcontent and "difficult" content not so much.

    #1 In eso, nearly every "hard" encounter is a dps check. That means, pass the check -> no mechanics happen, fight is "to easy"; fail the check -> mechnics happen and fight gets insanely difficult/impossible.
    #2 Rewards. Hard content is not really rewarding. Gold/h ratio is a joke. U need expensive potions, but u dont drop reagents. U need specialised/upgraded sets, some/most of those sets r from zones/dungeons/crafted tho, and the amount of upgrade mats u gain is a joke compared to what u get for farming starter islands for raws. On top of that, the sets that drop there r not needed anywhere outside of tryharding for leaderboardspots. Under the line, u pump in tons of resources, but u get nothing back.
    #3 The UI. I really liked the 2014 slim ui "i can actually see my char hitting things with its sword". The general idea of visible effects on the character instead of buff/debuff icons is great. Currently tho, even with disabling ally effects, theres a snipton of glowing, flashing, shiney stuff going on, that the char lights up like a christmas tree on fire within a few secs of the fight and i usually have no effin clue, what those effects r trying to tell me. And even on some i do know, i cant tell "empowered from blocking" and "bsw" apart. As far as incoming stuff goes, in the latest contents it feels like room fills up with several layers of red that does either nothing or oneshots. (i know there is addons. Installing ActionDurationReminder improved my mdk dps by ~300% :P)

    I could go on, well is getting long and boring already.

    TL/DR: I would like to see fun, rewarding and challenging content, with mechanics outside of "dps check". Stuff where i say "this fight was so amazing, i wanna do it again. Oh look, i we only spend 30 mins and i got a netgain of 400k gold! Lets hit grupfinder for another run."
    Fang Lair i wont even do normal again. Its just generic rooms filled with generic mobs with to way much HP, snares and oneshots.
    Until that gets better, the only entertainment i find in the "new challenging endgame" is watching the devs whipe while showcasing it. (is very entertaining tho)
  • Acrolas
    Acrolas
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    Nothing, leave things as they are.
    "And, of course, the Horns of the Reach DLC added two fantastic dungeons and showed our continuing commitment to supporting and expanding co-op group play. Expect to see more dungeon content every year, including two in 2018."
    https://www.elderscrollsonline.com/en-us/news/post/26275


    I've just accepted it and actively seek out groups who want to play the group content similarly to how I want to play it on any given day. If you just smash random people together and tell them to work together it is not going to end well.
    signing off
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