Why no? Out of curiosity?
Have you been to Craglorn lately? It's a barren wasteland. I see maybe one person who, coincidentally, is on the same path I am as we pick up our goods from our survey.Please restore Craglorn to its former glory!
In the past 3 weeks, I've seen a group of 3 people, three, take on one of the bosses.
Sure, go ahead and restore it to its former "glory", as this will absolutely turn it into a ghost town.
I should mention those 3 people were level 40s.
Maybe if they restored drops worth something in the game, many would return?
Not really sure what server you're on or what time you've been there, but every time I've been to Craglorn lately it's been busy with players and not just at the Guild Traders. I've been there doing quests and have seen plenty of other solo questers running around.
Have you been to Craglorn lately? It's a barren wasteland. I see maybe one person who, coincidentally, is on the same path I am as we pick up our goods from our survey.Please restore Craglorn to its former glory!
In the past 3 weeks, I've seen a group of 3 people, three, take on one of the bosses.
Sure, go ahead and restore it to its former "glory", as this will absolutely turn it into a ghost town.
I should mention those 3 people were level 40s.
Maybe if they restored drops worth something in the game, many would return?
Oh yeah. To be honest, I forgot about psijic quest.
So far, that's the only legit reason I've seen.
I'm sorry I forgot that part.
Doctordarkspawn wrote: »Craglorn failed as an expressly hardcore and group challenge.
No matter how much you want to forget this fact itemization wasn't the problem.The problem was that insane difficulty shoved into everything does not sell.
Be happy with the dungeon DLC's and get over it. Craglorn is proof that difficulty zones dont sell. Imperial city is proof that PVE and PVP dont mix. Stop trying to re-invent them and learn from them.
DuskMarine wrote: »Doctordarkspawn wrote: »Craglorn failed as an expressly hardcore and group challenge.
No matter how much you want to forget this fact itemization wasn't the problem.The problem was that insane difficulty shoved into everything does not sell.
Be happy with the dungeon DLC's and get over it. Craglorn is proof that difficulty zones dont sell. Imperial city is proof that PVE and PVP dont mix. Stop trying to re-invent them and learn from them.
major difficulty sells alot more than no difficulty. as the souls series was in the top 10 games and i think still are in sales. so it goes to show difficulty will bring more people to the game rather than making it a easy cakewalk.
DuskMarine wrote: »Doctordarkspawn wrote: »Craglorn failed as an expressly hardcore and group challenge.
No matter how much you want to forget this fact itemization wasn't the problem.The problem was that insane difficulty shoved into everything does not sell.
Be happy with the dungeon DLC's and get over it. Craglorn is proof that difficulty zones dont sell. Imperial city is proof that PVE and PVP dont mix. Stop trying to re-invent them and learn from them.
major difficulty sells alot more than no difficulty. as the souls series was in the top 10 games and i think still are in sales. so it goes to show difficulty will bring more people to the game rather than making it a easy cakewalk.
Doctordarkspawn wrote: »DuskMarine wrote: »Doctordarkspawn wrote: »Craglorn failed as an expressly hardcore and group challenge.
No matter how much you want to forget this fact itemization wasn't the problem.The problem was that insane difficulty shoved into everything does not sell.
Be happy with the dungeon DLC's and get over it. Craglorn is proof that difficulty zones dont sell. Imperial city is proof that PVE and PVP dont mix. Stop trying to re-invent them and learn from them.
major difficulty sells alot more than no difficulty. as the souls series was in the top 10 games and i think still are in sales. so it goes to show difficulty will bring more people to the game rather than making it a easy cakewalk.
Then why wasn't Craglorn a wild success?
The Souls Series budgeted itself, marketed itself, as a niche title. It didn't spend alot on advertising, it let word of mouth carry the message to the audience. It sold well, because it ajusted it's expectations for the audience it was trying to attract.
And, I'll ask again, if Difficulty is allways a seller, why was Craglorn not a wild success?
Just because difficutly is popular and in vogue right now, mostly due to the audience that funded darksouls shouting and screaming like entitled children for the industry to catre to them, does not mean it sells in a vaccume. It sells to specific audiences under specific circumstances. And the overland, questing audience, isn't one of them. The difficulty stays in the dungeon DLC like it should. Get used to it.
Doctordarkspawn wrote: »DuskMarine wrote: »Doctordarkspawn wrote: »Craglorn failed as an expressly hardcore and group challenge.
No matter how much you want to forget this fact itemization wasn't the problem.The problem was that insane difficulty shoved into everything does not sell.
Be happy with the dungeon DLC's and get over it. Craglorn is proof that difficulty zones dont sell. Imperial city is proof that PVE and PVP dont mix. Stop trying to re-invent them and learn from them.
major difficulty sells alot more than no difficulty. as the souls series was in the top 10 games and i think still are in sales. so it goes to show difficulty will bring more people to the game rather than making it a easy cakewalk.
Then why wasn't Craglorn a wild success?
The Souls Series budgeted itself, marketed itself, as a niche title. It didn't spend alot on advertising, it let word of mouth carry the message to the audience. It sold well, because it ajusted it's expectations for the audience it was trying to attract.
And, I'll ask again, if Difficulty is allways a seller, why was Craglorn not a wild success?
Just because difficutly is popular and in vogue right now, mostly due to the audience that funded darksouls shouting and screaming like entitled children for the industry to catre to them, does not mean it sells in a vaccume. It sells to specific audiences under specific circumstances. And the overland, questing audience, isn't one of them. The difficulty stays in the dungeon DLC like it should. Get used to it.
DuskMarine wrote: »Doctordarkspawn wrote: »DuskMarine wrote: »Doctordarkspawn wrote: »Craglorn failed as an expressly hardcore and group challenge.
No matter how much you want to forget this fact itemization wasn't the problem.The problem was that insane difficulty shoved into everything does not sell.
Be happy with the dungeon DLC's and get over it. Craglorn is proof that difficulty zones dont sell. Imperial city is proof that PVE and PVP dont mix. Stop trying to re-invent them and learn from them.
major difficulty sells alot more than no difficulty. as the souls series was in the top 10 games and i think still are in sales. so it goes to show difficulty will bring more people to the game rather than making it a easy cakewalk.
Then why wasn't Craglorn a wild success?
The Souls Series budgeted itself, marketed itself, as a niche title. It didn't spend alot on advertising, it let word of mouth carry the message to the audience. It sold well, because it ajusted it's expectations for the audience it was trying to attract.
And, I'll ask again, if Difficulty is allways a seller, why was Craglorn not a wild success?
Just because difficutly is popular and in vogue right now, mostly due to the audience that funded darksouls shouting and screaming like entitled children for the industry to catre to them, does not mean it sells in a vaccume. It sells to specific audiences under specific circumstances. And the overland, questing audience, isn't one of them. The difficulty stays in the dungeon DLC like it should. Get used to it.
back when i came to pc in old craglorn you had tons of people in there. so it was a success but they wanted more casuals in the game rather than veterans having more to look forward to. and difficulty always sells and will always sell to those of us that want more to the game rather than a casual experience. you have to cater to your hardcores too.
phileunderx2 wrote: »No it was dead before. So why revert it?