Craglorn is empty and will stay like that because we can't find anything worth a mentioning there. It was designed as a group zone... And this didn't worked not because of difficulty but because of poor rewards,
Why no? Out of curiosity?
Y'all should have seen some of the fights there before all this 1 Lameriel business.
Some of them really were like minintrials.
It was fantastic.
We need to have a few zones that are 50+ (160cp+) oriented and far more difficult. Like before.
This will affect no one of lower levels, and will be a boon to higher levels.
There must be some zones which are more harsh. Not only trials and DLC dungeons.
This place used to be menacing.
Bring the fear back!
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: »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.
AhPook_Is_Here wrote: »How would this be fair to a guy like Steven Hawkings who'd be playing with a straw? He should be able to compete with the rest of the player base and not be punished for his disability.