Grianasteri wrote: »Most people are not undertaking DLC dungeons on a regular basis, with Vet DLC being even less frequented. It is also fair to say that most people who do undertake normal or vet DLC dungeons, are doing so mainly for gear, in particular Monster Helms with Vet DLC - and once that gear is acquired will be unlikely to revisit the dungeon other than to help friends/guildies.
The reason of course is that most of the DLC dungeons are significantly more challenging than the average base game dungeons, by design, its on purpose. This is positive, not something to complain about. It provides progression in difficulty of dungeons and a challenge for more capable players and groups.
There are for instance some DLC dungeons that it is very rare to find a pug capable of completion. Why should it be? The dungeons are being designed with teamwork, knowledge of the mechs, high dps in mind, specifically to provide progression from base game normal and vet dungeons.
You describe the problem adequately in the first paragraph, then go into "that's a good thing." WHY? WHY in a game based on an easy single player RPG IP, where I'd argue a vast majority of players come thinking they are going to be continuing Skyrim type play. This isn't "on the job training." It isn't some kind of school or test, so why if what you say in the first paragraph is true, can that be considered a good thing?
If the game trained players to function in teams and required that all along, there might be some merit to a difficulty curve, even a fake one based on gotchas and arcade level learning. But it doesn't. ESO doesn't train the players in doodly squat in the way of team tactical play. It trains them to go to one of the myriad unregulated, risk free exp caves and level up, to crutch on aimbot pets and OP base skills, with not a hint of the gotchas in sight other than perhaps on World Bosses.
Then after a few easy introduction dungeons, walls off THE REST from the player base at large with the gotchas. Solution? Get them OUT of ALL dungeons and make them opt in only, keep them in raids. That way ALL can at least do the content and the ones who enjoy the gotchas still have them available. Who loses in that scenario? Everyone wins.
It isnt the devs fault if people ignore all the different tutorials and do not do any of the beginner level dungeons that are unlocked earliest.
It is the devs’ fault that the tutorials they create are perfunctory at best and cannot be accessed more than once.
It is the devs’ fault that there are no tutorials that touch on group play or the individual responsibilities of each role.
It is the devs’ fault that players who sign up to ESO+ are force fed into DLC dungeons they do not wish to do.
It is the devs’ fault that the normal versions of a dungeon provide almost no preparation for the vet versions, making them pointless for players to do as a way of introducing themselves to the mechanics and encouraging players to “dive right in” into the vet versions.
The devs could make a much more serious effort to prepare players for and teach them about the DLC dungeons, but I guess they’d rather dob that off to youtubers and forum nazis
First bolded part: That’s not a fact, just your opinion. Until someone provides solid statistics that aren’t the tainted numbers on the PS4 trophies or Xbox Achievements, then it will remain pure speculation which is pointless.
Second bolded part: Please provide a link to when ZOS said this.
I don't agree. Any player who wants to learn how a dungeon works has ample resources available to them. Some dungeons have NPCs with information; there are also a lot of youtube tutorials.It is the devs’ fault that the tutorials they create are perfunctory at best and cannot be accessed more than once.
I agree to an extent, but I'd also argue any player who want to understand their role has ample resources to do so.It is the devs’ fault that there are no tutorials that touch on group play or the individual responsibilities of each role.
Noone is forced to run DLC dungeons. If you pick a random dungeon because you want the juicy XP bonus, then you roll the dice, otherwise queue for the dungeon you want.It is the devs’ fault that players who sign up to ESO+ are force fed into DLC dungeons they do not wish to do.
The normal versions have some preparatory experiences but I agree it won't fully prepare you. But here's the challenge, it's on the players and/or group to cooperate to beat it and help each other out. A game with no risk/reward becomes truly boring really quickly. Too many players just want simple basic tank and spank fights with no risk and all reward.It is the devs’ fault that the normal versions of a dungeon provide almost no preparation for the vet versions, making them pointless for players to do as a way of introducing themselves to the mechanics and encouraging players to “dive right in” into the vet versions.
[/quote]The devs could make a much more serious effort to prepare players for and teach them about the DLC dungeons, but I guess they’d rather dob that off to youtubers and forum nazis
First bolded part: That’s not a fact, just your opinion. Until someone provides solid statistics that aren’t the tainted numbers on the PS4 trophies or Xbox Achievements, then it will remain pure speculation which is pointless.
Second bolded part: Please provide a link to when ZOS said this.
You'd find a way to quibble with whatever was produced, not fooling anyone. Multiply by 10 or 20x if you like, .1%, 1% or 2% are unacceptable for any content that players pay for in any game. And no, it is not "pure speculation." Statistics of a a subset of players was introduced. Everyone was already aware that they could reflect dormant or inactive accounts. Everyone was already aware that they derived from only one platform. Everyone was already aware that in order to form a reasonable opinion as to how many complete vet DLC dungeons based on them, a multiple or other modification would need to be applied. None of these things that were already obvious make that the data generally support OP's claims "pure speculation."
BTW, this is an informal game feedback forum full of far more opinions than facts, working as intended. You aren't sitting in robes in a judge's chair, and no one is beholden to "prove" anything to you via link, stats or otherwise.
The reason the new motifs aren't in guildstores is because they're bugged.
For a good amount of the playerbase, running DLC dungeons and achievement hunting within them are still the cream of the crop of ESO content, so no worries.
But yeah, a lot of people actively avoid going into PVP so let's get rid of PVP plz
Some actual stats for the Xbox via the achievement system (not the in-game achievements that tell you nothing)...
Achievement for finishing vet mazzatun was unlocked by .32% of gamers
Normal mazzatun 1.54% of gamers
Normal Scalecaller peak .96% of gamers
Normal Fang Lair 1.00% of gamers
Maybe someone on PlayStation can post some numbers? I think it tracks things the same way...
OP pretty close with their 1% statement.
BaiterOfZergs wrote: »Getting really tired of people pulling this “only 1% of the playerbase run them” figure out of their arses. Got any hard data to back those numbers up?
I love these dungeons and I know a stack of people who agree. If you don’t like them, don’t do them, but leave them alone for those of us who really enjoy them.
Zos themselves said people don’t complete the content not too long ago. That’s one of the reasons they are focusing on attracting new players more than keeping old players.
Link please, and it needs to include the statistic of “1% of players complete this content” for it to be acceptable for the OP’s argument.
I love the dlc dungeons but getting people to run them is hard. And this is another instance where the developers shoot themselves in the foot by not motivating players to run them.
Running veteran Fang Lair and getting one crummy transmute crystal is just a sick joke. I go bankrupt running these dungeons because of all the potions I consume.(and I’m a 50 in alchemy). Finally, as some have noted before the gear power gap between dlc dungeon gear and trials gear is enormous.
I’m a fan of the work Zenimax has done on this game and I really enjoy it but they do seem to have an uncanny ability to endlessly fiddle with things nobody cares about and then leave huge unaddressed elephants sitting there in the room.
Dark_Lord_Kuro wrote: »BaiterOfZergs wrote: »Getting really tired of people pulling this “only 1% of the playerbase run them” figure out of their arses. Got any hard data to back those numbers up?
I love these dungeons and I know a stack of people who agree. If you don’t like them, don’t do them, but leave them alone for those of us who really enjoy them.
Zos themselves said people don’t complete the content not too long ago. That’s one of the reasons they are focusing on attracting new players more than keeping old players.
Link please, and it needs to include the statistic of “1% of players complete this content” for it to be acceptable for the OP’s argument.
According to the psn trophy given when you complete both dungeon in vet
0.5% did shadow of the Hist
0.3%did Horn of the reach
0.3% did DragonBones
0.2% did Wolf Hunter
0.1% did wrathstone
0.1%did scalebreaker
It only speak for the ps4 playerbase but still i can imagine it being somewhat similar on other platform
Until someone provides solid statistics
It is not reasonable to expect content to be changed to suit you whilst completely ignoring the fact that a good portion of active players do it and enjoy it. .
Dark_Lord_Kuro wrote: »BaiterOfZergs wrote: »Getting really tired of people pulling this “only 1% of the playerbase run them” figure out of their arses. Got any hard data to back those numbers up?
I love these dungeons and I know a stack of people who agree. If you don’t like them, don’t do them, but leave them alone for those of us who really enjoy them.
Zos themselves said people don’t complete the content not too long ago. That’s one of the reasons they are focusing on attracting new players more than keeping old players.
Link please, and it needs to include the statistic of “1% of players complete this content” for it to be acceptable for the OP’s argument.
According to the psn trophy given when you complete both dungeon in vet
0.5% did shadow of the Hist
0.3%did Horn of the reach
0.3% did DragonBones
0.2% did Wolf Hunter
0.1% did wrathstone
0.1%did scalebreaker
It only speak for the ps4 playerbase but still i can imagine it being somewhat similar on other platform
Some actual stats for the Xbox via the achievement system (not the in-game achievements that tell you nothing)...
Achievement for finishing vet mazzatun was unlocked by .32% of gamers
Normal mazzatun 1.54% of gamers
Normal Scalecaller peak .96% of gamers
Normal Fang Lair 1.00% of gamers
Maybe someone on PlayStation can post some numbers? I think it tracks things the same way...
OP pretty close with their 1% statement.
Those stats are laughably unreliable because it takes into account EVERYBODY who’s ever logged into the game, even the players who tried the game on the free weekends and ditch the game afterwards. The PS4 stats are the same. Players who get the game, play it for a week, decide they don’t like it and don’t log in again shouldn’t count towards the overall playerbase.
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Cos they need decent players to play it on vet, and normal doesn’t drop motif so that’s why the motifs are rare.
The chance of it dropping is not even guaranteed on vet, so giving the effort to run it twice might get you 0 motif, unless you do hard mode, which need top players. To find 4 people willing to do it at the same time, it’s just difficult. Most decent players would rather do trials or arenas than dungeons
spartaxoxo wrote: »Until someone provides solid statistics
2.7% of people have killed a dragon in Elsweyr vs 0.1% have done vet scalebreaker according to PSN. Now we know that this affected by a lot of different factors, it's also undeniable that this content is way, way less popular than the content of vet dungeons. And that's despite more people likely have access to Scalebreaker than Elsweyr, since it's a DLC instead of a chapter.
Again, you can look at the observable facts and come to only one reasonable conclusion, most people are not interested in these dungeons.
The reason the new motifs aren't in guildstores is because they're bugged.
For a good amount of the playerbase, running DLC dungeons and achievement hunting within them are still the cream of the crop of ESO content, so no worries.
But yeah, a lot of people actively avoid going into PVP so let's get rid of PVP plz
Cos they need decent players to play it on vet, and normal doesn’t drop motif so that’s why the motifs are rare.
The chance of it dropping is not even guaranteed on vet, so giving the effort to run it twice might get you 0 motif, unless you do hard mode, which need top players. To find 4 people willing to do it at the same time, it’s just difficult. Most decent players would rather do trials or arenas than dungeons
Wait, normal doesn't drop the motif at all? Not even the small chance like in the other dungeons?spartaxoxo wrote: »Until someone provides solid statistics
2.7% of people have killed a dragon in Elsweyr vs 0.1% have done vet scalebreaker according to PSN. Now we know that this affected by a lot of different factors, it's also undeniable that this content is way, way less popular than the content of vet dungeons. And that's despite more people likely have access to Scalebreaker than Elsweyr, since it's a DLC instead of a chapter.
Again, you can look at the observable facts and come to only one reasonable conclusion, most people are not interested in these dungeons.
That's an interesting comparison. Consider that most people that created a character after Elsweyr came out will have killed a dragon because they start their character there, so that number actually gives a better base number for what is the active playerbase.