I’m all for challenging DLC zones providing it doesn’t require grouping and it is rewarded well.
We had an end game zone. Craglorn and Upper Craglorn were the first two areas added to the game post launch. It was specifically designed and intended for end game. It was nerfed into oblivion because players did not want it that hard. Grouping was also removed but that is a separate story.
So if the player base did not want it then I do not see what has changed. I go for the content designed and intended to be a challenge that overall is not being nerfed, vet trials, and mostly HM. vMA is also a decent challenge. However, powercreep is still making all of this easier.
lordrichter wrote: »We had an end game zone. Craglorn and Upper Craglorn were the first two areas added to the game post launch. It was specifically designed and intended for end game. It was nerfed into oblivion because players did not want it that hard. Grouping was also removed but that is a separate story.
So if the player base did not want it then I do not see what has changed. I go for the content designed and intended to be a challenge that overall is not being nerfed, vet trials, and mostly HM. vMA is also a decent challenge. However, powercreep is still making all of this easier.
ZOS had the right idea with the Adventure Zones, but it was really too soon for them to be put in the game. That is my opinion. The game was not mature enough to support an end-game Adventure Zone concept, as implemented.
Many things have changed since then. I think that the game is now more than mature enough to support the idea. They have more players at the end-game stage, and the game systems and combat are years along from where they were.
From my perspective, the question is more along the lines of whether it fits into their vision for the game, and One Tamriel, as well as whether it fits into the monetization plan they have for the game.
You obviously were not a launch player. What killed craglorn was raising VRs and leaving it the same. Craglorn was the hub of the game for months. What killed early eso was focusing on console and abandoning PC content for damn near a yearCarglorn
Guess you do not remember how that went..
...and that is the gist of the issue.More "locked" content to casual players? Some only play for zones cause they will never get through vet trials.
lordrichter wrote: »We had an end game zone. Craglorn and Upper Craglorn were the first two areas added to the game post launch. It was specifically designed and intended for end game. It was nerfed into oblivion because players did not want it that hard. Grouping was also removed but that is a separate story.
So if the player base did not want it then I do not see what has changed. I go for the content designed and intended to be a challenge that overall is not being nerfed, vet trials, and mostly HM. vMA is also a decent challenge. However, powercreep is still making all of this easier.
ZOS had the right idea with the Adventure Zones, but it was really too soon for them to be put in the game. That is my opinion. The game was not mature enough to support an end-game Adventure Zone concept, as implemented.
Many things have changed since then. I think that the game is now more than mature enough to support the idea. They have more players at the end-game stage, and the game systems and combat are years along from where they were.
From my perspective, the question is more along the lines of whether it fits into their vision for the game, and One Tamriel, as well as whether it fits into the monetization plan they have for the game.
I hear what you're saying, but I fear the player base really hasn't changed all that much. Recently ZOS has shared how low the completion rate is for vet dungeons, and I suspect that the amount of players routinely running though trials and other end-game content is even lower still. So I'm skeptical that increasing difficulty of quests, overland, other basic content would receive a better reception that Craglorn as originally implemented did at the time.
Wifeaggro13 wrote: »You obviously were not a launch player. What killed craglorn was raising VRs and leaving it the same. Craglorn was the hub of the game for months. What killed early eso was focusing on console and abandoning PC content for damn near a yearCarglorn
Guess you do not remember how that went..
To those saying that I should buy a different game if I want something hard;
It's not about having hard content, it's about encouraging group play because whether you like it or not, ESO is an MMO.
If something is too hard talk to your guild, be Social, that is the point behind the idea of the thread.
This is why I think the best suggestion so far in this thread was the idea to make an entire zone like a "public dungeon".
Not end-game dungeon hard but just enough harder than the average zone that people will want to team up.
my add on would be to have a balance between Delves and "Group Delves" throughout the zone.
Have a main story that can be done solo Except for the final boss, make that a dungeon or a trial.
To those saying that I should buy a different game if I want something hard;
It's not about having hard content, it's about encouraging group play because whether you like it or not, ESO is an MMO.
If something is too hard talk to your guild, be Social, that is the point behind the idea of the thread.
This is why I think the best suggestion so far in this thread was the idea to make an entire zone like a "public dungeon".
Not end-game dungeon hard but just enough harder than the average zone that people will want to team up.
my add on would be to have a balance between Delves and "Group Delves" throughout the zone.
Have a main story that can be done solo Except for the final boss, make that a dungeon or a trial.
To those saying that I should buy a different game if I want something hard;
It's not about having hard content, it's about encouraging group play because whether you like it or not, ESO is an MMO.
MLGProPlayer wrote: »I would love to have more quest hubs like in Craglorn.
Shada's Tear and Skyreach are fantastic pieces of content. They are easy enough that any group of 4 players can complete them, but challenging enough to be enjoyable for a solo vet player.
Agree, Eso is a RPG. I hate the concept about endgame content. What's endgame content? It's a *** idea make by WoW bcause they want you spend alot of time and pay more sub. In Eso everything is content, there are no suchthing "Endgame content". Not many ppl do all the questline, explore all the world and understand all of its beautiful and they still argue about "Content". It's not *** Wow, It's Eso, there are no suchthing "Endgame Content" here, only content. Don't make Tamriel bcome Azeroth, Azeroth is dying, and we don't want to follow it.
Bradyfjord wrote: »"What's endgame content?'
A core concept of mmo design. Progress through earlier content to more challenging content. Different mmo's handle the difficulty curve differently, which is what the OP wants to discuss.