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...)
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.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.
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...)
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...)
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...)
AefionBloodclaw wrote: »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.
the1andonlyskwex wrote: »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.
AefionBloodclaw wrote: »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.
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...)
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.
AefionBloodclaw wrote: »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?
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.
Darkstorne wrote: »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.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.
AefionBloodclaw wrote: »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.
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.
AefionBloodclaw wrote: »bosses that instead of being fun to fight or challenging go down in 2 hits.
AefionBloodclaw wrote: »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.
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 wrote: »AefionBloodclaw wrote: »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.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.
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.
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.
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.