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Public Dungeons are bad

AefionBloodclaw
AefionBloodclaw
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Why do the devs think its cool to have mobs every 5 metres? EVERY 5 METRES? I've just done Nthchuenkarst or whatever it's stupid name is and instead of a Skyrim or Morrowind like immersive dungeon I get a complete mess filled with mobs every 5 metres and bosses that instead of being fun to fight or challenging go down in 2 hits. There is nothing engaging or fun about this, OR Labyrinthian, in that one there are Draugr Deathlords as TRASH MOBS even though they are supposed to be, and shown to be in Skyrim, as powerful, ancient warriors, with shouts and who are pretty badass and tough in combat. Here they are nothing. Do the devs even care about the lore at all? This is pathetic, there was even a Dragon Priest in that dungeon, who couldn't even stand up to us for 10 seconds before going down. That was supposed to be a Dragon Priest. You don't even get a mask or anything of any value for defeating it. Is this the quality paying customers can expect now, just a few bad stories thrown together in an afternoon with some thoughtless mobs dropped mindlessly throughout an otherwise beautifully rendered game world?

Oh and 50 fragments to get one of those target dummies. 50??? Are you kidding? Who decided that would be fun and engaging content? So you have to run the public dungeon at least, say 30 times or something to get all the fragments? What is the purpose of this? You get no profit from forcing players to do this, there is nothing to be gained from forcing players to do this. Or is this the pre-emptive strike to forcing people to buy the target dummy from the crown store at a later date? Urrgh >:(

This is a plea to fix the public dungeons, put some effort into the writing and lore and take out those mindless grinds that actually make no sense.
Edited by AefionBloodclaw on August 12, 2020 2:17PM
'For love, for friendship and for valour, I stand with the Aldmeri Dominion.'

Zephyrle Starbreeze, Bosmer Nightblade
Aefion Bloodclaw, Bosmer Sorcerer
  • Kalik_Gold
    Kalik_Gold
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    Rename them Veteran Delves and be done with it. Overland is easy. They aren’t dungeons.
    Main: (PvP & PvE)
    Ras Kalik a Redguard Templar, the Vestige

    PvP:
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Jux Blackheart a Redguard Nightblade
    Goliath of Hammerfell a Redguard Dragonknight
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: (Specialty)
    Tyrus Septim an Imperial Lycan Sorcerer
    Tsar af-Bomba a Redguard Vampiric Nightblade
    Movárth Piquine a Nord Vampiric Necromancer
    Uri Ice-Heart the Twin a Nord Vampiric Warden

    PvE:
    Cinan Tharn an Imperial Dragonknight
    Bates Vesuius of Dawnstar an Imperial Dragonknight
    Herzog Zwei the Genesis an Akavari* Templar
    Tav'i at-Shinji a Redguard** Warden
    Lucky Hunch the Gambler - a Redguard Nightblade

    Leveling...
    Zenovia at-Tura a Redguard** Sorcerer
    Yesi af-Kalik a Redguard Templar
    Voa a Priest of Sep a Redguard* Necromancer
    ======
    Passives of another race used. (RP)
    *Breton
    **Imperial




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant • 1550+ Champion

  • Darkstorne
    Darkstorne
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    In a bold new world, where creativity in this genre can finally reign free, I dream of an ESO 2 where the game designers think about when it's useful to have players around you, and when they detract from the experience, rather than saying "this is how MMOs have always worked before, so it's how MMOs should always work in the future".

    I dream of an ESO2 where you only run into other players in central hub cities and around specific group locations like world bosses/dolmens, so that overland content and delves can be designed without an overabundance of XP pinatas constantly respawning after 30 seconds, but we still run into friendly faces when they're beneficial (world bosses and dolmens for example) and not when they're a nuisance (the quest NPC says you're the first person to step into these ruins for over a thousands years, yet there are several players running and jumping about spamming flashy abilities on all the respawning mobs...)
  • AlnilamE
    AlnilamE
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    Darkstorne wrote: »
    In a bold new world, where creativity in this genre can finally reign free, I dream of an ESO 2 where the game designers think about when it's useful to have players around you, and when they detract from the experience, rather than saying "this is how MMOs have always worked before, so it's how MMOs should always work in the future".

    I dream of an ESO2 where you only run into other players in central hub cities and around specific group locations like world bosses/dolmens, so that overland content and delves can be designed without an overabundance of XP pinatas constantly respawning after 30 seconds, but we still run into friendly faces when they're beneficial (world bosses and dolmens for example) and not when they're a nuisance (the quest NPC says you're the first person to step into these ruins for over a thousands years, yet there are several players running and jumping about spamming flashy abilities on all the respawning mobs...)

    I like running into players in the world, though. Even in games where it's not an advantage.
    The Moot Councillor
  • Darkstorne
    Darkstorne
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    AlnilamE wrote: »
    Darkstorne wrote: »
    In a bold new world, where creativity in this genre can finally reign free, I dream of an ESO 2 where the game designers think about when it's useful to have players around you, and when they detract from the experience, rather than saying "this is how MMOs have always worked before, so it's how MMOs should always work in the future".

    I dream of an ESO2 where you only run into other players in central hub cities and around specific group locations like world bosses/dolmens, so that overland content and delves can be designed without an overabundance of XP pinatas constantly respawning after 30 seconds, but we still run into friendly faces when they're beneficial (world bosses and dolmens for example) and not when they're a nuisance (the quest NPC says you're the first person to step into these ruins for over a thousands years, yet there are several players running and jumping about spamming flashy abilities on all the respawning mobs...)

    I like running into players in the world, though. Even in games where it's not an advantage.
    When it comes at the cost of respawning mobs and breaking quest immersion though? So many crutches of MMO design that could be solved by phasing players in for specific group events only. You'd still run into other players, and cities would still be social hotpsots. And you could still travel with friends everywhere by grouping up. The current design adds very little for a huge amount of game design sacrifices.
  • daemonios
    daemonios
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    Darkstorne wrote: »
    In a bold new world, where creativity in this genre can finally reign free, I dream of an ESO 2 where the game designers think about when it's useful to have players around you, and when they detract from the experience, rather than saying "this is how MMOs have always worked before, so it's how MMOs should always work in the future".

    I dream of an ESO2 where you only run into other players in central hub cities and around specific group locations like world bosses/dolmens, so that overland content and delves can be designed without an overabundance of XP pinatas constantly respawning after 30 seconds, but we still run into friendly faces when they're beneficial (world bosses and dolmens for example) and not when they're a nuisance (the quest NPC says you're the first person to step into these ruins for over a thousands years, yet there are several players running and jumping about spamming flashy abilities on all the respawning mobs...)

    Lol. You realise vet levels and leveled zones were removed because "I can't play with my friends"-type complaints, right? You may want to play mostly solo. But that's the thing about a massively multiplayer game: there are loads more people playing, and each one may have different goals and expectations.
  • eKsDee
    eKsDee
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    Darkstorne wrote: »
    In a bold new world, where creativity in this genre can finally reign free, I dream of an ESO 2 where the game designers think about when it's useful to have players around you, and when they detract from the experience, rather than saying "this is how MMOs have always worked before, so it's how MMOs should always work in the future".

    I dream of an ESO2 where you only run into other players in central hub cities and around specific group locations like world bosses/dolmens, so that overland content and delves can be designed without an overabundance of XP pinatas constantly respawning after 30 seconds, but we still run into friendly faces when they're beneficial (world bosses and dolmens for example) and not when they're a nuisance (the quest NPC says you're the first person to step into these ruins for over a thousands years, yet there are several players running and jumping about spamming flashy abilities on all the respawning mobs...)

    That defeats the purpose of being an MMO. So, no. If you want a single player experience, go play the single player TES games. ESO shouldn't be bent and mangled into some single player MMO hybrid any more than it already is.
    Edited by eKsDee on August 12, 2020 4:23PM
  • FrancisCrawford
    FrancisCrawford
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    Darkstorne wrote: »
    In a bold new world, where creativity in this genre can finally reign free, I dream of an ESO 2 where the game designers think about when it's useful to have players around you, and when they detract from the experience, rather than saying "this is how MMOs have always worked before, so it's how MMOs should always work in the future".

    I dream of an ESO2 where you only run into other players in central hub cities and around specific group locations like world bosses/dolmens, so that overland content and delves can be designed without an overabundance of XP pinatas constantly respawning after 30 seconds, but we still run into friendly faces when they're beneficial (world bosses and dolmens for example) and not when they're a nuisance (the quest NPC says you're the first person to step into these ruins for over a thousands years, yet there are several players running and jumping about spamming flashy abilities on all the respawning mobs...)

    My first MMO was Guild Wars. Some people say it's not a true MMO, because ALL combat areas were instanced. Cities were crowded, but as soon as you left town it was just you and the rest of your group (which could be PCs or NPC allies at your option).
  • the1andonlyskwex
    the1andonlyskwex
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    Public dungeons are probably my favorite content in ESO. Unlike overland questing, there isn't much time wasted just running from place-to-place; they're larger, more interesting, and slightly more challenging than delves (without being stress-inducing); and they don't require cooperation from (potentially incompetent) other players like group dungeons or trials.
  • Jeremy
    Jeremy
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    Why do the devs think its cool to have mobs every 5 metres? EVERY 5 METRES? I've just done Nthchuenkarst or whatever it's stupid name is and instead of a Skyrim or Morrowind like immersive dungeon I get a complete mess filled with mobs every 5 metres and bosses that instead of being fun to fight or challenging go down in 2 hits. There is nothing engaging or fun about this, OR Labyrinthian, in that one there are Draugr Deathlords as TRASH MOBS even though they are supposed to be, and shown to be in Skyrim, as powerful, ancient warriors, with shouts and who are pretty badass and tough in combat. Here they are nothing. Do the devs even care about the lore at all? This is pathetic, there was even a Dragon Priest in that dungeon, who couldn't even stand up to us for 10 seconds before going down. That was supposed to be a Dragon Priest. You don't even get a mask or anything of any value for defeating it. Is this the quality paying customers can expect now, just a few bad stories thrown together in an afternoon with some thoughtless mobs dropped mindlessly throughout an otherwise beautifully rendered game world?

    Oh and 50 fragments to get one of those target dummies. 50??? Are you kidding? Who decided that would be fun and engaging content? So you have to run the public dungeon at least, say 30 times or something to get all the fragments? What is the purpose of this? You get no profit from forcing players to do this, there is nothing to be gained from forcing players to do this. Or is this the pre-emptive strike to forcing people to buy the target dummy from the crown store at a later date? Urrgh >:(

    This is a plea to fix the public dungeons, put some effort into the writing and lore and take out those mindless grinds that actually make no sense.

    As another poster mentioned, they're basically just big delves. I can't tell much difference.

    There was a boss in "Nttchuenkarts" that gave me some problems though - a giant robot that had some cheese move that would just obliterate me.
  • Wanda_Clamshuckr
    Wanda_Clamshuckr
    Soul Shriven
    Public dungeons are probably my favorite content in ESO. Unlike overland questing, there isn't much time wasted just running from place-to-place; they're larger, more interesting, and slightly more challenging than delves (without being stress-inducing); and they don't require cooperation from (potentially incompetent) other players like group dungeons or trials.

    Me too.

    They are exactly the type of content that suits me, challenge-wise. Rarely, I will poke my nose into a Normal dungeon (solo) and do fine at it. But for a fun, yet challenge-lite experience in a larger dungeon setting..public dungeons are definitely my cup of tea. With the newer DLCs and the gradually ramped up difficulty level in all that content, public dungeons evolve nicely as well.

    There is harder content for people that want it. Lots of it. And, there is a wide variety for everyone else. I don't think anything needs to be changed.
  • Aznarb
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    "there is to much mob"

    "can't get 50 frag"

    Hahaha, thank for the laught.
    [ PC EU ]

    [ Khuram-dar ]
    [ Khajiit ]
    [ Templar - Healer ]
    [Crazy Gatherer & Compulsive Thief]

  • Daemons_Bane
    Daemons_Bane
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    I've never had problems with the public dungeons, except maybe boss respawn timers.. I see them as upgraded delves.. If a regular delve was a bandit lair, the public dungeon is a stronghold.. So it makes sense to me with more mobs..
  • josiahva
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    Why do the devs think its cool to have mobs every 5 metres? EVERY 5 METRES? I've just done Nthchuenkarst or whatever it's stupid name is and instead of a Skyrim or Morrowind like immersive dungeon I get a complete mess filled with mobs every 5 metres and bosses that instead of being fun to fight or challenging go down in 2 hits. There is nothing engaging or fun about this, OR Labyrinthian, in that one there are Draugr Deathlords as TRASH MOBS even though they are supposed to be, and shown to be in Skyrim, as powerful, ancient warriors, with shouts and who are pretty badass and tough in combat. Here they are nothing. Do the devs even care about the lore at all? This is pathetic, there was even a Dragon Priest in that dungeon, who couldn't even stand up to us for 10 seconds before going down. That was supposed to be a Dragon Priest. You don't even get a mask or anything of any value for defeating it. Is this the quality paying customers can expect now, just a few bad stories thrown together in an afternoon with some thoughtless mobs dropped mindlessly throughout an otherwise beautifully rendered game world?

    Oh and 50 fragments to get one of those target dummies. 50??? Are you kidding? Who decided that would be fun and engaging content? So you have to run the public dungeon at least, say 30 times or something to get all the fragments? What is the purpose of this? You get no profit from forcing players to do this, there is nothing to be gained from forcing players to do this. Or is this the pre-emptive strike to forcing people to buy the target dummy from the crown store at a later date? Urrgh >:(

    This is a plea to fix the public dungeons, put some effort into the writing and lore and take out those mindless grinds that actually make no sense.

    You do realize that when target dummies first came out it took WEEKS to get one through writs right? 50 fragments is nothing to complain about.
  • scorpius2k1
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    Darkstorne wrote: »
    In a bold new world, where creativity in this genre can finally reign free, I dream of an ESO 2 where the game designers think about when it's useful to have players around you, and when they detract from the experience, rather than saying "this is how MMOs have always worked before, so it's how MMOs should always work in the future".

    I dream of an ESO2 where you only run into other players in central hub cities and around specific group locations like world bosses/dolmens, so that overland content and delves can be designed without an overabundance of XP pinatas constantly respawning after 30 seconds, but we still run into friendly faces when they're beneficial (world bosses and dolmens for example) and not when they're a nuisance (the quest NPC says you're the first person to step into these ruins for over a thousands years, yet there are several players running and jumping about spamming flashy abilities on all the respawning mobs...)

    Way off topic, but I just dream of an ESO world since we are all on the same megaserver already and don't need to port to our friends instance to see them 99% of the time if we are in the same zone. Dungeons, Trials, group content, etc...makes sense BUT If I goto a city, I should see my friend or others there too automatically. Kind of makes the whole "megaserver" seem more like a split server which is probably the case in the backend. I understand there are reasons for this but I'm gonna pull the WoW card here and say that you NEVER had to port to anyone if they were in the same area, they were just there.

    More potential QOL idea to be put on the backburner, i know...performance first.
    🌎 PC/NA
    🐧 Linux (Arch)
    🧑‍💻 ESO Addon Dev
    ⚔️ Stamplar | Magplar | Stamcro | Magsorc | Magcro Healer
  • Playboy_Shrek
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    public dungeons are basically where you farm stuff, mostly furnishing plans, and gold from trash that you sell to NPC. they are not very fun because its just trash enemies.
  • Pevey
    Pevey
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    Personally, I love the new dwarven dungeon. I’ve gone through it about a million times now. I loot all the urns, kill all the bosses, and kill all the mobs. I get a cartographer’s piece almost every time I visit. I hit the container limit right before I get to the haj moto enemy, so that is when I port out and go do something else. Most times, I see no other players because of the long, passage-like design of the dungeon. I go slow, and all the bosses are usually up. Contrast this to something like the one in Deshaan, where there truly are mobs every 5 meters, and either none of the bosses are up because another player just killed them, or the boss is up but you get no loot because you just killed another boss 2 seconds ago who was 5 feet away. NK (can’t spell the whole name) in Greymoor is way, way better.
    Edited by Pevey on August 12, 2020 6:41PM
  • Jeremy
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    Pevey wrote: »
    Personally, I love the new dwarven dungeon. I’ve gone through it about a million times now. I loot all the urns, kill all the bosses, and kill all the mobs. I get a cartographer’s piece almost every time I visit. I hit the container limit right before I get to the haj moto enemy, so that is when I port out and go do something else. Most times, I see no other players because of the long, passage-like design of the dungeon. I go slow, and all the bosses are usually up. Contrast this to something like the one in Deshaan, where there truly are mobs every 5 meters, and either none of the bosses are up because another player just killed them, or the boss is up but you get no loot because you just killed another boss 2 seconds ago who was 5 feet away. NK (can’t spell the whole name) in Greymoor is way, way better.

    I think that's because the Mother's Sorrow Staff drops in Deshann and that thing is pretty much on farm 24/7.
  • Taleof2Cities
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    There is nothing engaging or fun about this, OR Labyrinthian, in that one there are Draugr Deathlords as TRASH MOBS even though they are supposed to be, and shown to be in Skyrim, as powerful, ancient warriors, with shouts and who are pretty badass and tough in combat. Here they are nothing. Do the devs even care about the lore at all?

    While I agree Nchuthnkarst is horrible from a lore perspective, public dungeons aren't delves where you run in, collect your skyshard, and run out. Which has been explained in a number of posts above mine.

    Jeremy wrote: »
    There was a boss in "Nttchuenkarts" that gave me some problems though - a giant robot that had some cheese move that would just obliterate me.

    Public dungeons group events are exactly that, @Jeremy ... group events.

    Bring a friend or two next time before calling a mechanic a "cheese move" just because you couldn't solo it.

    Edited by Taleof2Cities on August 12, 2020 8:38PM
  • AlnilamE
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    Darkstorne wrote: »
    AlnilamE wrote: »
    Darkstorne wrote: »
    In a bold new world, where creativity in this genre can finally reign free, I dream of an ESO 2 where the game designers think about when it's useful to have players around you, and when they detract from the experience, rather than saying "this is how MMOs have always worked before, so it's how MMOs should always work in the future".

    I dream of an ESO2 where you only run into other players in central hub cities and around specific group locations like world bosses/dolmens, so that overland content and delves can be designed without an overabundance of XP pinatas constantly respawning after 30 seconds, but we still run into friendly faces when they're beneficial (world bosses and dolmens for example) and not when they're a nuisance (the quest NPC says you're the first person to step into these ruins for over a thousands years, yet there are several players running and jumping about spamming flashy abilities on all the respawning mobs...)

    I like running into players in the world, though. Even in games where it's not an advantage.
    When it comes at the cost of respawning mobs and breaking quest immersion though? So many crutches of MMO design that could be solved by phasing players in for specific group events only. You'd still run into other players, and cities would still be social hotpsots. And you could still travel with friends everywhere by grouping up. The current design adds very little for a huge amount of game design sacrifices.

    ESO was my first MMO, before then, I had never encountered other players in a game, with the exception of playing a couple of co-op Halo or Borderlands games. I've never found respawning mobs to be a hindrance, and most of the questing is done in the dialogue window, when other players are not affecting me (unless you are questing in a group). So no, seeing other players in the world makes it feel more alive.
    The Moot Councillor
  • Nairinhe
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    This is a plea to fix the public dungeons, put some effort into the writing and lore and take out those mindless grinds that actually make no sense.

    No, this is Patrick a "content is not to my liking therefore it's bad" rant
  • Sarannah
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    I like public dungeons as they are!

    PS: What is with all the complaining about early-game difficulty lately? ... Just ask for new uber endgame content instead please!
  • SeaGtGruff
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    Jeremy wrote: »
    Pevey wrote: »
    Personally, I love the new dwarven dungeon. I’ve gone through it about a million times now. I loot all the urns, kill all the bosses, and kill all the mobs. I get a cartographer’s piece almost every time I visit. I hit the container limit right before I get to the haj moto enemy, so that is when I port out and go do something else. Most times, I see no other players because of the long, passage-like design of the dungeon. I go slow, and all the bosses are usually up. Contrast this to something like the one in Deshaan, where there truly are mobs every 5 meters, and either none of the bosses are up because another player just killed them, or the boss is up but you get no loot because you just killed another boss 2 seconds ago who was 5 feet away. NK (can’t spell the whole name) in Greymoor is way, way better.

    I think that's because the Mother's Sorrow Staff drops in Deshann and that thing is pretty much on farm 24/7.

    Oh, is that what it is? I was soloing the Deshaan PD with my newest character on PC EU a month or two back, and there was a group of players running around farming the bosses. I had assumed they were farming XP, but farming gear to sell sounds like a likely explanation as well. It was a PITA trying to kill all of the bosses and get the achievements due to these players looping through over and over and over again. I would wait for them to pass through, then wait for the boss to respawn, then try to kill it before they came back through. Then their "leader" (I presume) complained in chat that "Someone's messing up our timing." I didn't respond, but I felt like saying "You do realize that this is a PUBLIC dungeon, right?"

    It amazes me whenever a group of players acts like they can just move in (as in "settle in to stay"), lay claim on some content, and get offensive if anyone else dares to come along and try to enjoy the same content. Aside from PDs, the other place I've seen this is in the Imperial City, where a small group or duo of players might be looping through the IC districts farming the patrolling horrors, and get offensive if anyone else dares to join in, as though they own the place.

    But to get back to the OP's complaint, I think the comment about
    bosses that instead of being fun to fight or challenging go down in 2 hits.

    speaks to the general problem of players who become too OPed for their own good, who I call "1-shot wonders."

    Don't get me wrong; I don't think there's anything wrong with having such awesome DPS that you can take down a powerful boss or fellow PvPer in a few shots. But what I do have a problem with is when OPed players ruin content for other players by melting a boss in 2 seconds so no one else has time to do any damage, or who whine about the game being too easy.

    My two main characters (PC NA and PC EU) are somewhat tanky and definitely low on DPS, and I have a lot of fun on them-- precisely because it takes me longer to kill things. I've got some alts who are much more powerful, and I know I could respec and re-outfit my mains to make them more powerful, but I'm having too much fun playing on them as they are.

    So I can absolutely understand why anyone else would want to feel challenged by the content; there's no question about it, it's just a lot more fun. But I don't get how the 1-shot wonders can disparage low-DPS players by calling them "pathetic," or telling them to "L2P" and "git gud," yet turn around and start whining about how "This game is so easy it's boring!" Maybe they should try not always whipping out their OPed AoEs, DOTs, and long-distance attacks on everything they see.

    If you enter a boxing match or a knife fight, but as soon as the fight starts you whip out a machine gun or laser rifle and wipe out your opponent in 2 seconds, then golly gee, it's going to be pretty boring. I mean, you might feel powerful and awesome for a while, but eventually you're going to get very bored by it. So I think the "L2P" mantra can work in the other direction, too-- that is, learn to play with a build and a playstyle that makes the game more challenging and, hence, more interesting for you. People can call it "self-nerfing" if they want, but I think that's putting it in a disparaging light that encourages people to sneer at it instead of exploring it as a more common-sense notion of finding a balance where things are neither too difficult nor too easy, and a willingness to change up your skills to fit the situation so you still feel at least a little bit challenged.
    Labyrinthian, in that one there are Draugr Deathlords as TRASH MOBS even though they are supposed to be, and shown to be in Skyrim, as powerful, ancient warriors, with shouts and who are pretty badass and tough in combat. Here they are nothing. Do the devs even care about the lore at all? This is pathetic, there was even a Dragon Priest in that dungeon, who couldn't even stand up to us for 10 seconds before going down.

    Actually, it's really easy to become so OPed in Skyrim that Draugr Deathlords and Dragon Priests go down PDQ. I should know, because my Skyrim character is so ridiculously OPed that most enemies are a pushover, which is very boring. Then I'll run into one of those NPCs who wander the roads and attack you out of the blue, who are scaled to the player's level and hence take a long time to beat, and they seem so OPed compared to everything else in the game. The same is true in Oblivion, where most of the enemies become pushovers when you've gotten all leveled up, but then you run into a pack of goblins who are scaled to your same OPed level-- boring, boring, boring, followed by a sudden "OMG! WTF?" It's just easier to become godlike in Skyrim, because the ability to make skills "legendary" lets you keep leveling up your Health, Stamina, and Magicka indefinitely.

    As for ESO, if you play through the zones on a new character without assigning your CPs before the character has hit L50, and don't try to power level your characters as fast as possible, or farm all of the skyshards and SPs as fast as possible using an add-on, wiki, or walkthrough that tells you exactly where to go-- check, check, check, this zone's all done, now on to the next-- then the game can be a lot of fun. But it seems like a lot of players just want to hit CP160 ASAP (for the gear), then hit CP810 (for the CPs), and level up their skill lines ASAP, so they can be competitive against other players ASAP. That's fine, if it's what they want to do-- but it shouldn't be a surprise that most of the game becomes a pushover as a result.

    The only real difference between ESO and the solo games like Oblivion and Skyrim in this respect is (IMHO) how much more quickly players can power level in ESO, probably due to the way that low-level players can group with high-level players to farm high-level content for massive XP gains. And again, that's fine; I don't have a problem with anyone who wants to do that, and I'll help them to whatever extent I can by crafting gear for them or grouping up with them, because I want to have fun and help other players have fun. But don't scoff at the idea of climbing out of your Iron Man suit and slipping into your street clothes, or leaving your atomic rocket launcher at home and taking nothing more than a switchblade with you, if you'd like to feel less bored and more challenged.

    I apologize for the rant, and I don't wish to tell anyone else how to play the game and have fun doing it. But I think it's worth remembering that sometimes we are our own worst enemies, and that you can kill your own enjoyment by making the game too easy for yourself. If you're going to shrug off any responsibility for that, and insist that the devs take full responsibility for it, then you're probably not going to be happy with the results, because they're inevitably going to nerf some things that you like, and boost other things that you don't like, in their thankless quest to keep the game well-balanced for everyone.
    I've fought mudcrabs more fearsome than me!
  • Pevey
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    Jeremy wrote: »
    Pevey wrote: »
    Personally, I love the new dwarven dungeon. I’ve gone through it about a million times now. I loot all the urns, kill all the bosses, and kill all the mobs. I get a cartographer’s piece almost every time I visit. I hit the container limit right before I get to the haj moto enemy, so that is when I port out and go do something else. Most times, I see no other players because of the long, passage-like design of the dungeon. I go slow, and all the bosses are usually up. Contrast this to something like the one in Deshaan, where there truly are mobs every 5 meters, and either none of the bosses are up because another player just killed them, or the boss is up but you get no loot because you just killed another boss 2 seconds ago who was 5 feet away. NK (can’t spell the whole name) in Greymoor is way, way better.

    I think that's because the Mother's Sorrow Staff drops in Deshann and that thing is pretty much on farm 24/7.

    Yes, I am well aware, but people are farming NK endlessly right now, too. It’s just designed differently. In Deshaan, there are 2 bosses literally in the same room.
    Edited by Pevey on August 12, 2020 11:20PM
  • volkeswagon
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    I made a post about that as well because I found it really monotonous and exhausting to have to kill a mob, run 5 metres and kill another. Rince and repeat 50 times to get what you want. When it was time to leave i would teleport out or run like hell past everyone hoping I can make it to the door and allow me to exit. So I know how you feel but I don't see how they can fix it without making it easier.
  • Everest_Lionheart
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    That Deshaan public dungeon has an easy layout and it is farmed to death and yes I have been know to farm it for hours at a time myself. When you know the spawn order (first-third-fourth-second-repeat) and there is a large group smashing that dungeon you don’t have to wait around for any of the bosses because they will literally spawn one after another. That’s what makes this farming route so good.

    Now when I’m in there and there is a group going I try to hold back. I’ll throw down 1 or 2 aoe, usually something with a synergy for the group, collect the loot and move on. Sometimes on the first boss i will race ahead to pull the other mobs on top of it so people get that extra loot or pull the 4th boss out of his corner and over the the group.

    Other public dungeons I try to hold back with other random players too to give them a chance to get their hits in because my solo setups are AOE death machines. Public dungeons are where I make most of my gold, that a few other grind spots that drop white/green trash equipment and glyphs that I break down and resell. Some of those loops have heavy sacks and chests too. And when there is another person running it, particularly low level I point them to the chests and heavy sacks so they can get some good equipment or mats to level their crafting.

    It all comes down to how selfish players really want to be. I’m one of the nice guys that lets people have a chance, but when I’m farming and someone is low level I’m not gonna watch them test their rotation on a mini boss. You hit it a few times I’ll smash it and we move to the next. Free exp/gold/mats for everyone.
  • buttaface
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    Public dungeons are fine. They are full of fast spawning mobs because they are -public- dungeons designed to have many players in them. There are many of them with many different layouts, if you don't like one, try a different one. Having a huge amount of overland choices is not one of ESO's many problems. The game does that part of MMOs very well.
  • Jeremy
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    There is nothing engaging or fun about this, OR Labyrinthian, in that one there are Draugr Deathlords as TRASH MOBS even though they are supposed to be, and shown to be in Skyrim, as powerful, ancient warriors, with shouts and who are pretty badass and tough in combat. Here they are nothing. Do the devs even care about the lore at all?

    While I agree Nchuthnkarst is horrible from a lore perspective, public dungeons aren't delves where you run in, collect your skyshard, and run out. Which has been explained in a number of posts above mine.

    Jeremy wrote: »
    There was a boss in "Nttchuenkarts" that gave me some problems though - a giant robot that had some cheese move that would just obliterate me.

    Public dungeons group events are exactly that, @Jeremy ... group events.

    Bring a friend or two next time before calling a mechanic a "cheese move" just because you couldn't solo it.

    I usually have no problems soloing so-called "group events" in public dungeons. in fact: most of them I can't even tell it's any different than a regular boss fight because they are so easy to solo. So if they are "exactly that" then they are doing a very poor job of it.

    Which - by the way - was the same in regards to the robot fight in the Greymoor Public Dungeon. The actual fight itself was quite easy. The only problem was the boss had some cheap move that would just one shot me. So yeah - it was cheese and I would have called it cheese whether it was just me there or a hundred other people. Giving bosses stupid moves that just instantly kill you is not a good way to make a fight challenging in my opinion. So I'll continue to call it a cheesy move. ^^ There are a lot of fights I can't solo that I don't refer to as cheese also. So my ability or inability to solo it has nothing to do with it.
    Edited by Jeremy on August 13, 2020 3:21AM
  • buttaface
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    Jeremy wrote: »
    The only problem was that the boss had some cheap move that one just one shot you. So yes - it was cheese and I would have called it cheese whether it was just me there or a hundred other people. Giving bosses stupid moves that just instantly kill you is not a good way to make a fight challenging.

    Not being snarky, and I avoid lots of the cheesy content in ESO myself, but past the mid game in ESO, it's NOTHING but cheese, and this may not be the game for you, or may be a lesser game that's fun to mess around in as it is for me. Based on the above, it's a near certainty that you will not like what ESO has in store for you as anything other than a light questing game.

    There are games with parkour, true aim, team tactical play, lots of them. Those are worth getting good at. Then there are "console/arcade" type games where rote learning a script (or inaptly named "mechanics"), -many- many scripts, ALL full of "cheese" and ESO is one of those latter games. You may find a better "skill" game to your liking or just take ESO for what it is, a casual game to mess around in and skip the "higher" parts of the game. But past the earlier parts of the game, ESO is ALL cheese, fair warning.

  • Jeremy
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    Pevey wrote: »
    Jeremy wrote: »
    Pevey wrote: »
    Personally, I love the new dwarven dungeon. I’ve gone through it about a million times now. I loot all the urns, kill all the bosses, and kill all the mobs. I get a cartographer’s piece almost every time I visit. I hit the container limit right before I get to the haj moto enemy, so that is when I port out and go do something else. Most times, I see no other players because of the long, passage-like design of the dungeon. I go slow, and all the bosses are usually up. Contrast this to something like the one in Deshaan, where there truly are mobs every 5 meters, and either none of the bosses are up because another player just killed them, or the boss is up but you get no loot because you just killed another boss 2 seconds ago who was 5 feet away. NK (can’t spell the whole name) in Greymoor is way, way better.

    I think that's because the Mother's Sorrow Staff drops in Deshann and that thing is pretty much on farm 24/7.

    Yes, I am well aware, but people are farming NK endlessly right now, too. It’s just designed differently. In Deshaan, there are 2 bosses literally in the same room.

    Maybe. Though I only saw a couple of people there when I did the place. It is a larger area though, so you might be right that the layout has something to do with it. Though I suspect if there was an item in high demand that dropped there you would see a similar outcome to the Forgotten Crypts.

    I think more of the problem with Public Dungeons on this game is they are just too easy to steamroll through so players just blast their way through the trash to kill the bosses as soon as they spawn.
  • Jeremy
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    buttaface wrote: »
    Jeremy wrote: »
    The only problem was that the boss had some cheap move that one just one shot you. So yes - it was cheese and I would have called it cheese whether it was just me there or a hundred other people. Giving bosses stupid moves that just instantly kill you is not a good way to make a fight challenging.

    Not being snarky, and I avoid lots of the cheesy content in ESO myself, but past the mid game in ESO, it's NOTHING but cheese, and this may not be the game for you, or may be a lesser game that's fun to mess around in as it is for me. Based on the above, it's a near certainty that you will not like what ESO has in store for you as anything other than a light questing game.

    There are games with parkour, true aim, team tactical play, lots of them. Those are worth getting good at. Then there are "console/arcade" type games where rote learning a script (or inaptly named "mechanics"), -many- many scripts, ALL full of "cheese" and ESO is one of those latter games. You may find a better "skill" game to your liking or just take ESO for what it is, a casual game to mess around in and skip the "higher" parts of the game. But past the earlier parts of the game, ESO is ALL cheese, fair warning.

    I've been playing this game since beta Buttaface and it's rare that I encounter the kind of cheese I am talking about in that post. The vast majority of this game's content I enjoy. Come to think of it, that's actually the only public dungeon boss I can think of (and I've done them all) that had a move like that. I might be forgetting one but I don't think so. So I look at that guy as the exception not the rule.

    It was also the first time I did the fight so I may have just been unaware of how to stop it. Though I should point out it was instantly killing everyone else I saw fight it too. lol ; ;

    I just don't like cheesy one hit death moves. They get on my nerves.
    Edited by Jeremy on August 13, 2020 3:17AM
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