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Dungeon XP, this has to be unintended?!

coolmodi
coolmodi
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Why do 4-man dungeons (and public dungeons) give nearly no xp at all?

A normal dungeon run should give the same xp/h as questing would, so i can decide what to do. Some dungeons are really well made and are fun, but there is sadly no reason to do them while leveling after you did the quest, they only give around 1/4 of the xp/h or less :(
  • Tetrasoli
    Tetrasoli
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    It is intended to prevent XP farming. Whether it was a good choice or not is an entirely different matter.
  • LareliRose
    LareliRose
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    It's failed since all the botters have set up on the bosses in public dungeons and farm more xp and loot than running dungeons or questing.
  • coolmodi
    coolmodi
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    Why should it be impossible to get xp by farming mobs? And it's still the quickest way to level, you just have to farm alone now...outside of dungeons.
    Edited by coolmodi on April 8, 2014 1:18PM
  • KerinKor
    KerinKor
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    Sadly, Zenimax like most other MMO companies consider XP 'farming' a Bad Thing and nerf content to oblivion (no pun intended!) to prevent it .. the fact the content becomes deserted seems irrelevant to them.
  • Sihnfahl
    Sihnfahl
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    Well, the ESO design was to emphasize questing and exploration, not grinding mobs for levels. The five main crafting professions, on the other hand, are a grind.

    They got ... overzealous.
  • Wreaken
    Wreaken
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    On the contrary, completing the objectives in the dungeons gives quite a bit of XP.

    The replay and rerun value is in your alts or secondary spec's.

    Taemek Frozenberg, Leader of <Epoch Gaming>
    Oceanic - Australia
  • Heishi
    Heishi
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    Sihnfahl wrote: »
    Well, the ESO design was to emphasize questing and exploration, not grinding mobs for levels. The five main crafting professions, on the other hand, are a grind.

    They got ... overzealous.

    They made the crafting a hard grind for a challenge to people who really enjoy crafting, and also possibly more important to their intentions, it is an attempt to force you to work with other crafters. Much like the dungeon xp whether this is good or bad is a different thing
    And so did many brave men, women, and beast fall to the end of Beta, never to be heard from again. All that is left, is whispers of the adventures they had.
  • Sihnfahl
    Sihnfahl
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    Heishi wrote: »
    They made the crafting a hard grind for a challenge to people who really enjoy crafting, and also possibly more important to their intentions, it is an attempt to force you to work with other crafters.
    Actually, their intention was to make crafting mean something, rather than a near-disposable pursuit like it's become on other MMOs, where the best equipment is found in easily repeatable instances.

    How this will play out in two months, when the top crafters are level 50 crafters and have the big research completed remains to be seen. (I'm on my 23rd and 24th blacksmith armor traits right now). It also remains to be seen how it'll be when they introduce new content because the opening players have seen everything.
  • Belrim
    Belrim
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    Sihnfahl wrote: »
    Well, the ESO design was to emphasize questing and exploration, not grinding mobs for levels. The five main crafting professions, on the other hand, are a grind.

    They got ... overzealous.

    I think the crafting-system in this game is quite fast to level, compared to, say LOTRO, especially when you wanna max out the guilds in that game.
    Early bird gets the worm, but second mouse gets the cheese.
  • Carafina34
    Carafina34
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    wow im on my 2nd blacksmithing trait ;o
  • coolmodi
    coolmodi
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    @Sihnfahl: But questing is a lot slower then farming mobs, only dungeons give so few xp. It just makes no sense at all.
  • Heishi
    Heishi
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    Sihnfahl wrote: »
    Heishi wrote: »
    They made the crafting a hard grind for a challenge to people who really enjoy crafting, and also possibly more important to their intentions, it is an attempt to force you to work with other crafters.
    Actually, their intention was to make crafting mean something, rather than a near-disposable pursuit like it's become on other MMOs, where the best equipment is found in easily repeatable instances.

    How this will play out in two months, when the top crafters are level 50 crafters and have the big research completed remains to be seen. (I'm on my 23rd and 24th blacksmith armor traits right now). It also remains to be seen how it'll be when they introduce new content because the opening players have seen everything.

    That could be as well.. I could have swore I read about it being to get crafters to have to rely on each other for traits though.

    Good job on the traits progression though :D I have one char I dedicated to crafting. He's got 28 traits across woodworking, clothing, and blacksmith as well as 4 styles. It took me a little bit to get into a good flow of planning out the length of time I needed between plays for research (ie: before work try to do a 6hr, between do a 6hr, and before bed try to do 12hr granted that won't work soon enough).

    @Belrim‌ The actual levels for crafting go pretty quickly, but the research is what takes a LONG time.
    And so did many brave men, women, and beast fall to the end of Beta, never to be heard from again. All that is left, is whispers of the adventures they had.
  • Sihnfahl
    Sihnfahl
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    coolmodi wrote: »
    @Sihnfahl: But questing is a lot slower then farming mobs, only dungeons give so few xp. It just makes no sense at all.
    Yes, but that was unintended. AOE grinding wasn't something they were after.

    It was the proximity of mobs in dungeons that led to the major abuses, as they saw it, so they nerfed the dungeons.

    World mob tethers may end up being shortened, and questing give more significant rewards to counter world AOE.
  • Belrim
    Belrim
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    Heishi wrote: »
    Sihnfahl wrote: »
    Heishi wrote: »
    They made the crafting a hard grind for a challenge to people who really enjoy crafting, and also possibly more important to their intentions, it is an attempt to force you to work with other crafters.
    Actually, their intention was to make crafting mean something, rather than a near-disposable pursuit like it's become on other MMOs, where the best equipment is found in easily repeatable instances.

    How this will play out in two months, when the top crafters are level 50 crafters and have the big research completed remains to be seen. (I'm on my 23rd and 24th blacksmith armor traits right now). It also remains to be seen how it'll be when they introduce new content because the opening players have seen everything.

    That could be as well.. I could have swore I read about it being to get crafters to have to rely on each other for traits though.

    Good job on the traits progression though :D I have one char I dedicated to crafting. He's got 28 traits across woodworking, clothing, and blacksmith as well as 4 styles. It took me a little bit to get into a good flow of planning out the length of time I needed between plays for research (ie: before work try to do a 6hr, between do a 6hr, and before bed try to do 12hr granted that won't work soon enough).

    @Belrim‌ The actual levels for crafting go pretty quickly, but the research is what takes a LONG time.

    Aye, the research does take a while. But if you concentrate on just one craft per character, its not that bad.
    Early bird gets the worm, but second mouse gets the cheese.
  • Sihnfahl
    Sihnfahl
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    Belrim wrote: »
    Aye, the research does take a while. But if you concentrate on just one craft per character, its not that bad.
    The research slots don't overlap, unless they changed it. I think it's quite possible to research a trait (or more, depending on your skill point expenditures) at each station at the same time.
  • Belrim
    Belrim
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    Sihnfahl wrote: »
    Belrim wrote: »
    Aye, the research does take a while. But if you concentrate on just one craft per character, its not that bad.
    The research slots don't overlap, unless they changed it. I think it's quite possible to research a trait (or more, depending on your skill point expenditures) at each station at the same time.

    Yes, that is correct. It just saves up skillpoints in the long-run to do 1 or 2 crafts at most on one character.
    Early bird gets the worm, but second mouse gets the cheese.
  • Heishi
    Heishi
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    Belrim wrote: »
    Sihnfahl wrote: »
    Belrim wrote: »
    Aye, the research does take a while. But if you concentrate on just one craft per character, its not that bad.
    The research slots don't overlap, unless they changed it. I think it's quite possible to research a trait (or more, depending on your skill point expenditures) at each station at the same time.

    Yes, that is correct. It just saves up skillpoints in the long-run to do 1 or 2 crafts at most on one character.

    This is true, and why I have it centralized around one char. The only problem will come when I'm only able to do one research a month per crafting station. This could be a good reason to spread it out among characters or have a couple crafters. Given there are 23 types of armor (if you include shield) it would take significant amount of time.

    What I've been doing for the time being is getting the ones I'm most likely to use out of the way with the early ones. Then I'll come back for the others later. That's why right now I have like 2-3 on most armor/weapons. Certain things like 2h axe, 2h mace, axe, mace, shield, things I'll never use, I've been skipping.

    On a side note I think we've completely derailed from the OP lol. Sorry
    And so did many brave men, women, and beast fall to the end of Beta, never to be heard from again. All that is left, is whispers of the adventures they had.
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