A separate story mode and dlc dungeon queue/random would be great.
A separate story mode and dlc dungeon queue/random would be great.
ain't happening at this point with companions - they were designed as a way to encourage a player and a friend to take their companions into early level dungeons. The devs want players to get better at playing the game and eventually start talking with other players - to socialize more.
Companions are designed to be eventually outmoded by other players. The Devs are not going to do a "Story Mode" just as they won't do a PvE Cyrodil because they want players to participate an ALL content and become more well-rounded.
They're trying to push people out of their comfort bubbles
A separate story mode and dlc dungeon queue/random would be great.
ain't happening at this point with companions - they were designed as a way to encourage a player and a friend to take their companions into early level dungeons. The devs want players to get better at playing the game and eventually start talking with other players - to socialize more.
Companions are designed to be eventually outmoded by other players. The Devs are not going to do a "Story Mode" just as they won't do a PvE Cyrodil because they want players to participate an ALL content and become more well-rounded.
They're trying to push people out of their comfort bubbles
I get so sick of hearing of how the Devs want us to play. I thought it was supposed to be: play how you want to play, and play the content you like to play.
Although I'd love a story dungeon mode, sadly I agree, it ain't happening. If I've learned one thing from playing ESO, it's that I much prefer single-player games to MMOs. That's just one of the many reasons I've stopped my ESO+.
You can already solo most Normal Dungeons. With companions coming, you can solo them all probably.
Bradyfjord wrote: »You can already solo most Normal Dungeons. With companions coming, you can solo them all probably.
This is and isn't true. There are some dungeons with mechanics that pick one player, and incapacitate them. If there is only one (solo) player in that situation there is no one left to do the mechanic, which is usually to burst dps something or click something. So far as has been revealed, the companions aren't going to be able to do this sort of thing.
And then there are pressure plates and other 'puzzles' that require a little something that only another player can provide.
I don't disagree with your post in that most dungeons are simple walk in, fight, and walk out scenarios. That can be done solo, with enough gear/CP and skill. But there are a few places in group content, where the devs have put little mechanics in that require another player to accomplish.
I also think that group content shouldn't be changed into non-group content, at least in general. A 'story mode' isn't a bad idea however. Maybe allow it to drop green trainee gear in place of normal drops, and call it 'Trainee mode', and have the group mechanics taken out?
Bradyfjord wrote: »You can already solo most Normal Dungeons. With companions coming, you can solo them all probably.
This is and isn't true. There are some dungeons with mechanics that pick one player, and incapacitate them. If there is only one (solo) player in that situation there is no one left to do the mechanic, which is usually to burst dps something or click something. So far as has been revealed, the companions aren't going to be able to do this sort of thing.
And then there are pressure plates and other 'puzzles' that require a little something that only another player can provide.
I don't disagree with your post in that most dungeons are simple walk in, fight, and walk out scenarios. That can be done solo, with enough gear/CP and skill. But there are a few places in group content, where the devs have put little mechanics in that require another player to accomplish.
I also think that group content shouldn't be changed into non-group content, at least in general. A 'story mode' isn't a bad idea however. Maybe allow it to drop green trainee gear in place of normal drops, and call it 'Trainee mode', and have the group mechanics taken out?
Nope, it should drop NOTHING and give 0 XP and no SkillPoiint for the quest.
I thought you were there for the story.
Bradyfjord wrote: »You can already solo most Normal Dungeons. With companions coming, you can solo them all probably.
This is and isn't true. There are some dungeons with mechanics that pick one player, and incapacitate them. If there is only one (solo) player in that situation there is no one left to do the mechanic, which is usually to burst dps something or click something. So far as has been revealed, the companions aren't going to be able to do this sort of thing.
And then there are pressure plates and other 'puzzles' that require a little something that only another player can provide.
I don't disagree with your post in that most dungeons are simple walk in, fight, and walk out scenarios. That can be done solo, with enough gear/CP and skill. But there are a few places in group content, where the devs have put little mechanics in that require another player to accomplish.
I also think that group content shouldn't be changed into non-group content, at least in general. A 'story mode' isn't a bad idea however. Maybe allow it to drop green trainee gear in place of normal drops, and call it 'Trainee mode', and have the group mechanics taken out?
Nope, it should drop NOTHING and give 0 XP and no SkillPoiint for the quest.
I thought you were there for the story.
It's these kind of conversations that ZOS went with companions and not a "story mode" they want players to play with other people.
Capt. Blackheart would like a word with you.
Bradyfjord wrote: »You can already solo most Normal Dungeons. With companions coming, you can solo them all probably.
This is and isn't true. There are some dungeons with mechanics that pick one player, and incapacitate them. If there is only one (solo) player in that situation there is no one left to do the mechanic, which is usually to burst dps something or click something. So far as has been revealed, the companions aren't going to be able to do this sort of thing.
And then there are pressure plates and other 'puzzles' that require a little something that only another player can provide.
I don't disagree with your post in that most dungeons are simple walk in, fight, and walk out scenarios. That can be done solo, with enough gear/CP and skill. But there are a few places in group content, where the devs have put little mechanics in that require another player to accomplish.
I also think that group content shouldn't be changed into non-group content, at least in general. A 'story mode' isn't a bad idea however. Maybe allow it to drop green trainee gear in place of normal drops, and call it 'Trainee mode', and have the group mechanics taken out?
Nope, it should drop NOTHING and give 0 XP and no SkillPoiint for the quest.
I thought you were there for the story.
It's these kind of conversations that ZOS went with companions and not a "story mode" they want players to play with other people.
Even that's not enough for these people, nothing ever is until you can AFK. Then they complain that it's not rewarding enough. Then they up the rewards and "omg game is boring and nothing to do I quit".
We already saw it in SWTOR, that's why these discussions are utterly pointless, it's already been done in another game, the result will be the same.
Bradyfjord wrote: »You can already solo most Normal Dungeons. With companions coming, you can solo them all probably.
This is and isn't true. There are some dungeons with mechanics that pick one player, and incapacitate them. If there is only one (solo) player in that situation there is no one left to do the mechanic, which is usually to burst dps something or click something. So far as has been revealed, the companions aren't going to be able to do this sort of thing.
And then there are pressure plates and other 'puzzles' that require a little something that only another player can provide.
I don't disagree with your post in that most dungeons are simple walk in, fight, and walk out scenarios. That can be done solo, with enough gear/CP and skill. But there are a few places in group content, where the devs have put little mechanics in that require another player to accomplish.
I also think that group content shouldn't be changed into non-group content, at least in general. A 'story mode' isn't a bad idea however. Maybe allow it to drop green trainee gear in place of normal drops, and call it 'Trainee mode', and have the group mechanics taken out?
Nope, it should drop NOTHING and give 0 XP and no SkillPoiint for the quest.
I thought you were there for the story.
It's these kind of conversations that ZOS went with companions and not a "story mode" they want players to play with other people.
Even that's not enough for these people, nothing ever is until you can AFK. Then they complain that it's not rewarding enough. Then they up the rewards and "omg game is boring and nothing to do I quit".
We already saw it in SWTOR, that's why these discussions are utterly pointless, it's already been done in another game, the result will be the same.
I think that it is a bad idea to put any kind of a "Story Mode" in a game that has content centered around action designed combat, killing, and looting so then you can get better at killing, etc
It's my core problem with Overland & Main Story questing in the first place - too much of the content is basically on "story mode", which is ridiculous.
If there's going to any kind of talk about reward for scaled difficulty it should only be concerning of raising difficulty. Any reward should feel Earned - not handed to you on a silver platter.
I changed my mind on this thread a long while ago. Dungeons don't need a story mode - People need to get better at playing the game and socializing with others. It's an MMORPG that heavily focuses on combat - it is not a single player point & click adventure.
The Story content should not ONLY be on beginner easy - that design choice takes almost all excitement out of the story for me. Make Zones solo combat engaging so then I can bring a friend along for questing - and make the story boss fights actually worth the wait.
Bradyfjord wrote: »You can already solo most Normal Dungeons. With companions coming, you can solo them all probably.
This is and isn't true. There are some dungeons with mechanics that pick one player, and incapacitate them. If there is only one (solo) player in that situation there is no one left to do the mechanic, which is usually to burst dps something or click something. So far as has been revealed, the companions aren't going to be able to do this sort of thing.
And then there are pressure plates and other 'puzzles' that require a little something that only another player can provide.
I don't disagree with your post in that most dungeons are simple walk in, fight, and walk out scenarios. That can be done solo, with enough gear/CP and skill. But there are a few places in group content, where the devs have put little mechanics in that require another player to accomplish.
I also think that group content shouldn't be changed into non-group content, at least in general. A 'story mode' isn't a bad idea however. Maybe allow it to drop green trainee gear in place of normal drops, and call it 'Trainee mode', and have the group mechanics taken out?
Nope, it should drop NOTHING and give 0 XP and no SkillPoiint for the quest.
I thought you were there for the story.
It's these kind of conversations that ZOS went with companions and not a "story mode" they want players to play with other people.
Even that's not enough for these people, nothing ever is until you can AFK. Then they complain that it's not rewarding enough. Then they up the rewards and "omg game is boring and nothing to do I quit".
We already saw it in SWTOR, that's why these discussions are utterly pointless, it's already been done in another game, the result will be the same.
I think that it is a bad idea to put any kind of a "Story Mode" in a game that has content centered around action designed combat, killing, and looting so then you can get better at killing, etc
It's my core problem with Overland & Main Story questing in the first place - too much of the content is basically on "story mode", which is ridiculous.
If there's going to any kind of talk about reward for scaled difficulty it should only be concerning of raising difficulty. Any reward should feel Earned - not handed to you on a silver platter.
I changed my mind on this thread a long while ago. Dungeons don't need a story mode - People need to get better at playing the game and socializing with others. It's an MMORPG that heavily focuses on combat - it is not a single player point & click adventure.
The Story content should not ONLY be on beginner easy - that design choice takes almost all excitement out of the story for me. Make Zones solo combat engaging so then I can bring a friend along for questing - and make the story boss fights actually worth the wait.
Vet ranks were amazing before the rework. You actually had to learn how to play the damn game. It was glorious to watch a Medusa Daedra mob wipe out 10 people with one spell.
Sylvermynx wrote: »I like it! That would be perfect for me, as my ping is so high (satellite being the only connection - besides dialup - available to me here) that doing group content would be asking people to put up with a group member who is totally ineffective.
You will be surprised how bad dds are in dungeons sometimes. Just slot 4 aoe dots, recast all 4 every 10 seconds, and you deal more damage than average dd in normal. (In proper gear probably though, any 2 magicka damage sets will do really).
Or if you are tank wear selfish sets, something like bahara curse leeching plate and just taunt boss, sets will give enough survivability for even most non dlc vet hard modes. (you can complete leeching plate without running the dlc dungeon once, Just buy tons of keys and open the chest in the begining of the dungeon).
As healer... A bit more problematic, some people try to die.
Sylvermynx wrote: »I like it! That would be perfect for me, as my ping is so high (satellite being the only connection - besides dialup - available to me here) that doing group content would be asking people to put up with a group member who is totally ineffective.
You will be surprised how bad dds are in dungeons sometimes. Just slot 4 aoe dots, recast all 4 every 10 seconds, and you deal more damage than average dd in normal. (In proper gear probably though, any 2 magicka damage sets will do really).
Or if you are tank wear selfish sets, something like bahara curse leeching plate and just taunt boss, sets will give enough survivability for even most non dlc vet hard modes. (you can complete leeching plate without running the dlc dungeon once, Just buy tons of keys and open the chest in the begining of the dungeon).
As healer... A bit more problematic, some people try to die.
Bradyfjord wrote: »You can already solo most Normal Dungeons. With companions coming, you can solo them all probably.
This is and isn't true. There are some dungeons with mechanics that pick one player, and incapacitate them. If there is only one (solo) player in that situation there is no one left to do the mechanic, which is usually to burst dps something or click something. So far as has been revealed, the companions aren't going to be able to do this sort of thing.
And then there are pressure plates and other 'puzzles' that require a little something that only another player can provide.
I don't disagree with your post in that most dungeons are simple walk in, fight, and walk out scenarios. That can be done solo, with enough gear/CP and skill. But there are a few places in group content, where the devs have put little mechanics in that require another player to accomplish.
I also think that group content shouldn't be changed into non-group content, at least in general. A 'story mode' isn't a bad idea however. Maybe allow it to drop green trainee gear in place of normal drops, and call it 'Trainee mode', and have the group mechanics taken out?
Nope, it should drop NOTHING and give 0 XP and no SkillPoiint for the quest.
I thought you were there for the story.