I’d really like another group-oriented zone like craglorn that you can do with say 2-4 mates. I recently did all of craglorn with a mate of mine, and keep in mind I hadn’t been there since veteran ranks were a thing, it felt fairly easy but still a little bit more challenging, and that is really what made it fun - there being a slight risk instead of absolutely face-rollable content.
Craglorn was great when we had Veteran Ranks, it took me a while to be able to solo it. Then it was changed, but then I didn't like the idea of One Tamriel.
once you get CP 160 and dps to 10-15k, you change your mind to "YES, PLS, YES, OVERLAND IS SO EASY" realy fast. Trust me.
20k dps on 2 of my stamblades, don’t like craglorn. Never have. Never will. Only time I’m in craglorn are when I’m in one of my houses located there or in belkarth fast travelling out.
As for another zone like craglorn, no thanks don’t wanna be forced to group up. As for harder content, sure they can make things a little harder but not so much that people are forced to group up, that’s why craglorn was a failure (and before people jump in with craglorn wasn’t a failure please ask yourselves then why were certain parts of craglorn changed from group only content to solo-able content, e.g. the main quest)
I'm all for more challenging open areas, but if it's anything like Craplorn, then hell no.
Leave the group based stuff for instanced dungeons.
Entering Group Area
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Leaving Group Area
Entering Group Area
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The incentives to group up while questing is something I'm really missing in ESO. If I go questing with someone, it is absolutely no fun when a difference in movement speed turns into an annoyance forcing one to wait for the other rather than an asset when dealing with the enemies. And "forced" incentives like needing 2 people to step on pressure plates to complete a quest is not the solution.
My proposals for future changes in regards to overland difficulty:
1. Introduce a difficulty setting that people can adjust individually. Internally (i.e. server side) it reduces your damage done and increases damage taken, and to maintain the sense of fighting tougher enemies rather than just being debuffed, display your damage numbers client-side increased by the same number by which they were reduced server-side, and increase displayed enemy HP by the same factor. Create loot scaling so that people playing at higher difficulty can still get the same out of their play time as those playing at a lower difficulty. This way people will be able to pick their own setting and still play together in the same instance with the only immersion-breaking observation being that some players (who are playing at a lower setting) appear much stronger than others.
2. Give people easy access to medium and long duration CC (put those skills in soul magic or fighter's/mage's guilds or maybe some new active skills in legerdemain) so that people can control pulls consisting of multiple mobs. Give those abilities some downsides that would make them undesirable in PvP (2s cast time, target becomes immune to all attacks, enemy gets resources back quickly or gets healed while affected, breaks on any damage the target takes etc), or make players just flat out immune to the new skills to not cause balance issues. This will add depth to the existing content at higher difficulty settings without any drastic adjustments to the entire content, because now if you play well, you would be able to "lock down" enemies that would otherwise overwhelm you while already being challenged by the ones you couldn't lock down.
3. When designing new zones, create enemies with greater variety of difficulty and mechanical complexity. At lower difficulty settings everything but bosses would be a faceroll, at higher settings on the other hand you will encounter enemies who are fairly easy to handle, and those you can't do by yourself (or even require a full trial group at the highest difficulty in some cases), giving you incentive to go questing with friends or even allow you to just meet strangers on the way and continue on with them.
The whole problem was it restricted people, and they were moving away from that. They wanted more people to be able to go do more things. Murkmire was originally planned to be a new adventure zone, that didn't happen. I can't see them agreeing to come out with a zone that made the newcomers feel like they couldn't just go and do it. That isn't in their pattern of content either. We already have 2 dungeon packs a year, one tiny area, and one large area. What are we giving up to get them to work on an an advanced/group area when we cannot even get performance things straightened out before we are all 95 years old? Just no. Not right now. Too many problems to even consider how bad an area like that would end up being at this present time. Ya want Cyro lag? Cuz thats how you get Cyro lag. Don't forget to spread out in PvE.......
PC-NA - formerly, mommadani907Guild: Weeping Angels - Co-GMTwitter: @ Loralai_907 several Alt accounts....CP 1700+