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Limit Craglorn to 50+ chars and BUFF ALL ENCOUNTERS to previous difficulty.

  • jedtb16_ESO
    jedtb16_ESO
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    No.
    psyjic quest line?

    you want to stop people under lvl50 doing that?

    why?
  • Agenericname
    Agenericname
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    Mureel wrote: »
    Why no? Out of curiosity?

    As it stands right now, Craglorn is one of the areas that exist between "faceroll easy" and one-shot mechanics. There would have to be a compelling reason for me to want it to go away.

    If an area is truly needed with harder content, don't use craglorn, make a new area. I think it's a fairly small percentage of the server population that would participate and enjoy it, but I'm not against it at face value.
  • Mureel
    Mureel
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    Yes! Reserve Craglorn to Lvl 50+ characters
    Barf. This thread tells me everything. If you can't mine it into oblivion then you have no use for it. Pitiful.
  • G1Countdown
    G1Countdown
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    No.
    Craglorn was a flop originally. I would be against reverting it in any way.
  • Mureel
    Mureel
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    Yes! Reserve Craglorn to Lvl 50+ characters
    ADarklore wrote: »
    Violynne wrote: »
    Mureel wrote: »
    Please restore Craglorn to its former glory!
    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.

    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?
    :lol:

    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.

    You mean farmers. Not the same.
  • DuskMarine
    DuskMarine
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    Yes! Reserve Craglorn to Lvl 50+ characters
    Violynne wrote: »
    Mureel wrote: »
    Please restore Craglorn to its former glory!
    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.

    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?
    :lol:

    i dont know what your talking about everytime i go theres hundreds of people in just my instance
  • twoscoopsofadam
    twoscoopsofadam
    Soul Shriven
    No.
    no, craglorn is just as busy as any other non captal/starter zone. It was a ghost town before one tamriel and nearly impossible to quest in.
  • KraziJoe
    KraziJoe
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    Make a zone with limited quests, difficult mobs, good exp, good loot and ok nodes...

  • Mureel
    Mureel
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    Yes! Reserve Craglorn to Lvl 50+ characters
    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.
  • Mureel
    Mureel
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    Yes! Reserve Craglorn to Lvl 50+ characters
    Also, everyone else: just ADMIT it's all about NC farm and maybe ZOS will adjust drop rates!

    For me I don't care. You can leak NC from your ears for all I care. I just looked. I have 57. Mainly from box events and surveys because I don't farm.

    You can have all but 5 for free, because if a guildie needs a NC thing then they can have it.

    Just give us our one damned zone back!
    Edited by Mureel on July 11, 2018 6:04PM
  • jedtb16_ESO
    jedtb16_ESO
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    No.
    Mureel wrote: »
    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.

    fair enough.

    started the quest on a lvl24 hybrid nb. lvl32 by the time i'd finished it.

    it was a lot of fun. going to unknown maps. finding the route to maps, particularly craglorn.

    yes i know i could have just ported to guldies, but where's the fun in that?

    i recommend it to anyone getting a bit jaded with the game.
  • Mureel
    Mureel
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    Yes! Reserve Craglorn to Lvl 50+ characters
    KraziJoe wrote: »
    Make a zone with limited quests, difficult mobs, good exp, good loot and ok nodes...

    This. Also, Craglorn used to be that zone.
    Edited by Mureel on July 11, 2018 6:06PM
  • Doctordarkspawn
    Doctordarkspawn
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    No.
    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.
  • jaws343
    jaws343
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    No.
    Lol +50. Show me a sub 50, new to the game, no CP player easing their way through Craglorn group areas. I remember at around level 40 or so I though hey, let's go to this Craglorn zone and I got owned by everything. Sometimes it feels like CP capped players (myself included sometimes) forget what things were like before CP 160 and having BIS gear and understanding mechanics and rotations.

    Also, have you even seen the number of threads from new players being unable to defeat K'Tora. K'Tora, a boss that my max CP character killed quicker than some of the mid-strength mobs in Craglorn.
  • Kiralyn2000
    Kiralyn2000
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    No.
    Mureel wrote: »

    You mean farmers. Not the same.

    How dare people gather resources from resource nodes that the devs put in the game for people to gather resources from! They're not True Gamers! Real Endgamers™ buy their crafting mats.

    /eyeroll
  • DuskMarine
    DuskMarine
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    Yes! Reserve Craglorn to Lvl 50+ characters
    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
    Doctordarkspawn
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    No.
    DuskMarine 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.
  • Kiralyn2000
    Kiralyn2000
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    No.
    DuskMarine 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.

    The Souls games had good sales, and showed that there's a market for "hard" games.
    But the games that are raking in 100's of millions and having 10's of millions playing are accessible/casual stuff like Fortnite & mobile crap. "There's a market for difficulty" =/= "difficulty will bring more people to the game than easy will"

    (and, of course, this ignores the part where the Internet Toughguy demographic who keep demanding harder content to prop up their fragile egos prove how macho they are, also fall all over themselves dismissing the Souls games as not hard at all.)
    Edited by Kiralyn2000 on July 11, 2018 6:16PM
  • DuskMarine
    DuskMarine
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    Yes! Reserve Craglorn to Lvl 50+ characters
    DuskMarine 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.
  • Frawr
    Frawr
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    DuskMarine 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.

    Difficulty doesn't sell in ESO because the target audience is the broadest possible (aka, the most average). Of course those (majority) who want a casual game will shy away from difficulty. That is not a reason for having zero zones of difficulty though.

    My own issue with Craglorn quests was more the enforced grouping through artificial gating (stand on 4 steps to open the door etc). I want choice and freedom. This company is not good at choice/freedom but rather prefers linear storylines and proc sets to force people to regrind gear every 3 months.

    Catering to casuals shouldn't also mean ignoring people seeking challenge.

    Yes I know, trials etc, but this whole zone was meant to be a challenge.

    Taking away that challenge doesn't add to the game.
    Edited by Frawr on July 11, 2018 6:24PM
  • ZOS_JesC
    ZOS_JesC
    admin
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  • Gythral
    Gythral
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    It has been tried and you can see the result, if the game is not to your liking why not look for one that is?
    “Be as a tower, that, firmly set,
    Shakes not its top for any blast that blows!”
    Dante Alighieri, The Divine Comedy
  • JKorr
    JKorr
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    DuskMarine wrote: »
    DuskMarine 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.

    Back in old craglorn my guild ran the content long enough to get the nirnhoned reward item in every flavor so the crafters could trade back and forth until they researched the trait for all the gear. Then everyone stopped going to craglorn because they didn't want to deal with the ridiculous level of difficulty. They were veterans, they had made the leaderboards. They got tired of it. :shrug: I'd be perfectly fine with a separate instance of the game for all teh uber hardcore leetest of the leet, where mudcrabs and normal sized wasps hit for 30k damage. You could even throw in open world pvp everywhere/kill even your own faction/team. Just make sure that instance is marked and stays separate from the normal game. ZOS can track the population and keep it going if there really are that many people out there who like ridiculous difficulty. Or, if the population tanks and its a ghost town, they can shut it down with proof that there aren't really that many players who like it.

  • KraziJoe
    KraziJoe
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    Back when it was hard and CP wasn't even a thought yet, I traveled to Crag. I was VR5 or 6 and tried to quest there...TRIED is the word...I would sneak everywhere and eventually got to upper crag to try to find some Nirn...Mined 1 but then got to close to an Ogre, at least I think it was, who promptly let me know that I should not be there...BUT I got the Nirn so screw him...I didn't go back until I was CP and a year or 2 later...I left the game, but not because of Crag, but the thing is, there is no solo content where I feel challenged (Maelstrom is a different beast). We need places where we can sneak around and fear death at every corner.

    That feeling is no longer in the game...Even Public dungeons are easy mode now a days...Sure Daily Dungeons are tough, but not expected to be soloable, though some are. And Trials are just follow the leader with of your friends. We need more...Something...
    Edited by KraziJoe on July 11, 2018 11:51PM
  • Smasherx74
    Smasherx74
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    No it was dead before. So why revert it?

    Craglorn is lit af wat u talkin about
    Master Debater
  • Vrienda
    Vrienda
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    No.
    Adventure zones were a mistake. They should make ALL of Craglorn 100% intentionally soloable.
    Desperate for Roleplaying servers to bring open world non-organised RP to Elder Scrolls Online. Please ZOS.
  • Jhalin
    Jhalin
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    Hmm, this is a very well veiled demand to have less competition for Nirn farming :smile:
  • FelixTheCatt
    FelixTheCatt
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    No.
    No.
    Why?

    Why should the game cater to what you want? Seems obvious most don't like the old ways and you need to move on. This is a cookie-cutter argument on every mmo. "It's not like the old days..."
    So?
    Xbox - Kuchini07
    Eso - FaCoffinDye (EP)
  • AuldWolf
    AuldWolf
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    Other, and why?
    Why not? I mean, it's not like ZOS has been showing a good understanding of their demographic lately.

    With the incompetent way things are being handled, I get these comical mental images of what board room meetings must be like at ZOS right now.

    "Hey, we have almost no PvP scene, and our hardcore scene is near nil, what sh--"
    "More dungeons! More trials!"
    "I don't thi--"
    "More dungeons! Forced grouping!"
    "Who would play it? I think we should actually make dungeons scale to the amount of players playing th--"
    "And hardcore rewards! Lock the nice stuff behind hardcore modes! That makes players happy!"
    "Not really, that's likely to alienate the vast majority of pl--"
    "PvP! Yes! And try to wiggle balance numbers around to make PvP players happy!"
    "What PvP players? That'd just upset our casual PvE community, which is pretty much our entire commun--"
    "Forced grouping! PvP rebalances! That's the ticket!"
    "That sounds like it'd lose us all our playe--"
    "You have your orders, get to it!"

    Sigh.
  • rfennell_ESO
    rfennell_ESO
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    Other, and why?
    The idea of "adventure zones" was one of those looks good on paper things.

    It even played out for a bit.

    Problem is that once the zone gets stale and there isn't much reason to go there it's mostly unplayable. That's not saying you couldn't make it worth doing, but so far they haven't been very successful at that notion.
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