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Zone Request

Ronin37
Ronin37
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For the love of Pete's candy can we have another zone like Craglorn or at least bump up world public dungeons to Craglorn glory??
  • SilverBride
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    Craglorn did not go over well the first time. I don't see how adding a similar zone would be any more successful.

    And public dungeons are fine just like they are. I love clearing them at my leisure and not having to find a group.
    Edited by SilverBride on July 20, 2021 4:06AM
    PCNA
  • Ronin37
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    I remember OG Craglorn, The one we have now is the bumped down version. Which is fine but, and I know this is beating an already pulpy dead horse. But other than four mans an trial there has to be some sort of stakes in this game. Overland story bosses are already a joke. At least dungeon content can offer some sort of challenge. Not asking for dark souls here.
  • SilverBride
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    Ronin37 wrote: »
    I remember OG Craglorn, The one we have now is the bumped down version. Which is fine but, and I know this is beating an already pulpy dead horse. But other than four mans an trial there has to be some sort of stakes in this game. Overland story bosses are already a joke. At least dungeon content can offer some sort of challenge. Not asking for dark souls here.

    Public dungeons aren't like regular dungeons. You don't need to group, you can't queue for them, you don't have to progress in a linear fashion and the bosses respawn. And more importantly the public can just wander in and out at their own leisure.

    I love running these because I don't enjoy the restrictions of regular dungeons and trials. Their difficulty is fine for what they are.
    PCNA
  • Ronin37
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    Ronin37 wrote: »
    I remember OG Craglorn, The one we have now is the bumped down version. Which is fine but, and I know this is beating an already pulpy dead horse. But other than four mans an trial there has to be some sort of stakes in this game. Overland story bosses are already a joke. At least dungeon content can offer some sort of challenge. Not asking for dark souls here.

    Public dungeons aren't like regular dungeons. You don't need to group, you can't queue for them, you don't have to progress in a linear fashion and the bosses respawn. And more importantly the public can just wander in and out at their own leisure.

    I love running these because I don't enjoy the restrictions of regular dungeons and trials. Their difficulty is fine for what they are.

    I realize that, but not everything has to be so casual that you could finish it on Ambien.
  • SilverBride
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    Ronin37 wrote: »
    Public dungeons aren't like regular dungeons. You don't need to group, you can't queue for them, you don't have to progress in a linear fashion and the bosses respawn. And more importantly the public can just wander in and out at their own leisure.

    I love running these because I don't enjoy the restrictions of regular dungeons and trials. Their difficulty is fine for what they are.

    I realize that, but not everything has to be so casual that you could finish it on Ambien.

    I'm a casual player. I don't run vet dungeons and trials and I'm not geared like players who do. What is a cake walk for end game players can still be a challenge for me and other casual players.

    These are public dungeons for the general public. They should not be taken away from us.
    PCNA
  • hcbigdogdoghc
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    Public dungeons according to in game tutorial are supposed to be balanced for groups of 2 or more players.

    They should be at least 50% as difficult as normal dungeons period. They shouldn't be made for casual players only, like the rest of boring overland.
  • trackdemon5512
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    Public dungeons according to in game tutorial are supposed to be balanced for groups of 2 or more players.

    They should be at least 50% as difficult as normal dungeons period. They shouldn't be made for casual players only, like the rest of boring overland.

    They are balanced. It’s not the developer’s problem to try and continuously challenge every shade of player when they build themselves up so that they can get DLC vet dungeon trifectas.

    It’s just easier for you to take out your CP and get crappy gear if you want a challenge than the developers trying to cater to everything from Lvl 4 to CP 1800
  • zelaminator
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    A player can alter the difficulty of the game, any time they want to.. they just don't want to
  • hcbigdogdoghc
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    Public dungeons according to in game tutorial are supposed to be balanced for groups of 2 or more players.

    They should be at least 50% as difficult as normal dungeons period. They shouldn't be made for casual players only, like the rest of boring overland.

    They are balanced. It’s not the developer’s problem to try and continuously challenge every shade of player when they build themselves up so that they can get DLC vet dungeon trifectas.

    It’s just easier for you to take out your CP and get crappy gear if you want a challenge than the developers trying to cater to everything from Lvl 4 to CP 1800

    They are not balanced, having 90% of content being catered to level 4 players are in no way "balanced".

    Think about this, ESO is literally the only game in existence to do things this way. ESO's ridiculous difficulty curve from overland to vet content is precisely a developer problem and failure.

    In no other games do people ask you to nerf yourself to oblivion to have any semblance of fun in a game.

    Can't believe even asking for having only public dungeons to be half as hard as normal dungeons gets people angry.
    Edited by hcbigdogdoghc on July 20, 2021 11:37AM
  • Bigmatt2
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    Craglorn did not go over well the first time. I don't see how adding a similar zone would be any more successful.

    And public dungeons are fine just like they are. I love clearing them at my leisure and not having to find a group.

    I've heard this before, what was so bad about it when it came out? I started really playing the game seriously with the VVardenfell release.
  • Fennwitty
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    I'd be fine with a quick and dirty 'veteran mode' for delves and public dungeons.

    Multiply monster stats even by some number, don't bother with mechanics.

    I have recently been going through the Craglorn group delves with my tank. It had really been a long, long time since I was in any kind of danger solo. It's nice to actually have to put on 'real' gear and skills in order to survive against the bosses.

    (If I was using a DPS character it would be way less risky though.)

    I'll also say the Craglorn group delves are the only place I was actually glad to have a companion for some extra DPS (this is my tank still). I'm trying to max Mirri's level and get the collectible.
    Edited by Fennwitty on July 20, 2021 2:37PM
    PC NA
  • Ronin37
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    A player can alter the difficulty of the game, any time they want to.. they just don't want to

    My char stripping down to its underwear is not adjusting difficulty.
  • SilverBride
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    Think about this, ESO is literally the only game in existence to do things this way.

    Many games have easy overland and questing zones. Take a look at WoW for example. Their overland zones and quests are now divided by levels. This handful of zones may be for levels 1 - 20, then some may be for levels 20 - 40, etc. But they do not go back and put level 80 content in lower level zones in case some end game players want to run these zones again.

    If a player gears themselves in BIS then overland is going to be easy for them. Public dungeons, too, and delves and dolmens and world bosses. But the world can't adjust to keep up with their progression without hurting lesser geared players.

    Can't believe even asking for having only public dungeons to be half as hard as normal dungeons gets people angry.

    Public dungeons are not normal dungeons. A lot of players enjoy the more laid back atmosphere of these and players don't want things they enjoy taken away from them. There are plenty of normal dungeons around and no reason to take an option away and turn it into just another normal dungeon.

    Having something for everyone is what will keep people happy and playing.
    Edited by SilverBride on July 20, 2021 4:12PM
    PCNA
  • Ronin37
    Ronin37
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    Think about this, ESO is literally the only game in existence to do things this way.

    Many games have easy overland and questing zones. Take a look at WoW for example. Their overland zones and quests are now divided by levels. This handful of zones may be for levels 1 - 20, then some may be for levels 20 - 40, etc. But they do not go back and put level 80 content in lower level zones in case some end game players want to run these zones again.

    If a player gears themselves in BIS then overland is going to be easy for them. Public dungeons, too, and delves and dolmens and world bosses. But the world can't adjust to keep up with their progression without hurting lesser geared players.

    Can't believe even asking for having only public dungeons to be half as hard as normal dungeons gets people angry.

    Public dungeons are not normal dungeons. A lot of players enjoy the more laid back atmosphere of these and players don't want things they enjoy taken away from them. There are plenty of normal dungeons around and no reason to take an option away and turn it into just another normal dungeon.

    Having something for everyone is what will keep people happy and playing.

    That's fine in WOW, a game with tiered level zones. ESO pretty much has a form of radiant leveling where everything is the same lev as you up to a point I believe. The overland is cakewalk from lev 1 and Public Dungeons lose steam after awhile. WOW and games like it also have the luxury of releasing new zones that challenge the late game player. Now ESO does not do that, every DLC is automatically a cake walk and pretty much a visual novel. Even the new Oblivion portals are but a bump in the road. Not including 4 mans, trials, and such.
  • TheImperfect
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    Ronin37 wrote: »
    Think about this, ESO is literally the only game in existence to do things this way.

    Many games have easy overland and questing zones. Take a look at WoW for example. Their overland zones and quests are now divided by levels. This handful of zones may be for levels 1 - 20, then some may be for levels 20 - 40, etc. But they do not go back and put level 80 content in lower level zones in case some end game players want to run these zones again.

    If a player gears themselves in BIS then overland is going to be easy for them. Public dungeons, too, and delves and dolmens and world bosses. But the world can't adjust to keep up with their progression without hurting lesser geared players.

    Can't believe even asking for having only public dungeons to be half as hard as normal dungeons gets people angry.

    Public dungeons are not normal dungeons. A lot of players enjoy the more laid back atmosphere of these and players don't want things they enjoy taken away from them. There are plenty of normal dungeons around and no reason to take an option away and turn it into just another normal dungeon.

    Having something for everyone is what will keep people happy and playing.

    That's fine in WOW, a game with tiered level zones. ESO pretty much has a form of radiant leveling where everything is the same lev as you up to a point I believe. The overland is cakewalk from lev 1 and Public Dungeons lose steam after awhile. WOW and games like it also have the luxury of releasing new zones that challenge the late game player. Now ESO does not do that, every DLC is automatically a cake walk and pretty much a visual novel. Even the new Oblivion portals are but a bump in the road. Not including 4 mans, trials, and such.

    I am happy for ESO not to be like Wow, although WOW is a good game.
  • Sephyr
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    Bigmatt2 wrote: »
    Craglorn did not go over well the first time. I don't see how adding a similar zone would be any more successful.

    And public dungeons are fine just like they are. I love clearing them at my leisure and not having to find a group.

    I've heard this before, what was so bad about it when it came out? I started really playing the game seriously with the VVardenfell release.

    People mostly rolled solo and got facerolled by mobs intended for groups to sum it up quickly. It wasn't an easy zone to navigate at the time unless you had builds that could handle them. Upper Craglorn was also the only place to find Nirncrux at the time before they made it where it was Craglorn-wide. You also didn't have people from other alliances in the same zone as you either until OT hit.

    I miss those days. Simpler times.
  • zelaminator
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    Ronin37 wrote: »
    A player can alter the difficulty of the game, any time they want to.. they just don't want to

    My char stripping down to its underwear is not adjusting difficulty.

    Of course it is, you just dont want it
    Edited by zelaminator on July 21, 2021 6:06AM
  • Kendaric
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    Ronin37 wrote: »
    ESO pretty much has a form of radiant leveling where everything is the same lev as you up to a point I believe.

    The mobs are basically level 50 CP 160, it's the player that's scaled and therefore characters actually seem to become weaker as they level up (unless you already have CP 160+ ;) ).
      PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!. PC EU/PC NA roleplayer and solo PvE quester
    • StevieKingslayer
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      I am also for a new zone akin to how Craglorn was when it first released. I remember Craglorn being a challenge and a pain in the ass. I enjoyed it. I love group questing with people, but it's hard to convince them to do so when there's 3 of us and the enemies die in one hit. Sure I can strip everything off, but thats just ridiculous since we group quest in between dungeon queues.

      I dont know why the majority of the community seems to think we cant have the best of both worlds. We can have a new zone akin to old Craglorn, and they can progress to it when they feel comfortable and ready - They dont need to be forced into the content, and it allows us who are bored of general overland's ease to have a little challenge again.

      Youcan have both.
      I am demanding better customer service from Zenimax Studios.
      I am demanding better and more open communication between the devs & the playerbase.
      Majin Stevie || Iothane || Nymphetamine
      PVP || PVE
      Player since beta.
    • FluffWit
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      I did pre nerf Craglorns story with two friends in like 2016 and we all completely useless. We didnt understand builds or how damage was calculated whatsoever. Didnt have set gear. Barely used food.

      And we had a blast, it really wasnt that hard. Only thing that really needed changing was removing the few points where we all had to stand on different platforms to open doors. My heart sunk like 8 hours in when we got to a point where we had to have 4 people to open a door.

      I don't have much time for people asking for overland to be retroactively made harder. But I'd love another zone dlc that challenged end game solo players and gave small groups of newer players something a little harder to do.
    • Sephyr
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      I am also for a new zone akin to how Craglorn was when it first released. I remember Craglorn being a challenge and a pain in the ass. I enjoyed it. I love group questing with people, but it's hard to convince them to do so when there's 3 of us and the enemies die in one hit. Sure I can strip everything off, but thats just ridiculous since we group quest in between dungeon queues.

      I dont know why the majority of the community seems to think we cant have the best of both worlds. We can have a new zone akin to old Craglorn, and they can progress to it when they feel comfortable and ready - They dont need to be forced into the content, and it allows us who are bored of general overland's ease to have a little challenge again.

      You can have both.

      Exactly. Some of my fondest memories of the game came from back then. Having benefits from Cyrodiil that boosted PvE damage, gold, etc — that made Craglorn my home back then selling Nirncrux before I knew how lucrative other sources of gold was. It was difficult, but fun content. It made me challenge my build, come up with other solutions to problems that I couldn't fit into my playstyle. Craglorn taught me 'how to fish' more than any other player could while theorycrafting. Eventually it gave me the confidence to do group dungeons and eventually raids.
    • SilverBride
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      Ronin37 wrote: »
      The overland is cakewalk from lev 1 and Public Dungeons lose steam after awhile. WOW and games like it also have the luxury of releasing new zones that challenge the late game player. Now ESO does not do that, every DLC is automatically a cake walk and pretty much a visual novel. Even the new Oblivion portals are but a bump in the road. Not including 4 mans, trials, and such.

      I don't see what's wrong with the story and overland quests being a cakewalk. I enjoy being able to complete quests and advance in the story without a struggle, or even being stuck for days on a difficult story boss like happened when the game first released.

      I play to relax, not to have to do math to see what sets I should wear with what, and farm for hours or days to get them, or any of the other activities that are pretty much required for veteran dungeons, trials and arenas. So of course I get unhappy when others want to come in and make it a struggle for me again, and take away my biggest sources of fun, overland quests and public dungeons.

      I know these are easy for veteran geared players, but that is what happens when your character progresses. I don't know what the solution is, but taking overland and public dungeons away from the rest of us isn't it.
      PCNA
    • Ippokrates
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      Fennwitty wrote: »
      I'd be fine with a quick and dirty 'veteran mode' for delves and public dungeons.

      Multiply monster stats even by some number, don't bother with mechanics.

      I have recently been going through the Craglorn group delves with my tank. It had really been a long, long time since I was in any kind of danger solo. It's nice to actually have to put on 'real' gear and skills in order to survive against the bosses.

      (If I was using a DPS character it would be way less risky though.)

      I'll also say the Craglorn group delves are the only place I was actually glad to have a companion for some extra DPS (this is my tank still). I'm trying to max Mirri's level and get the collectible.

      That is the issues: multiplying statistics are poor solution and lead to total failures like max difficullty level in Baldur's Gate, when you had to spend 30 minutes and plenty of fireballs to kill a single rat xd

      IMHO mechanics are essencial to increasing difficullty in a positive way and to give players chance to learn something & share with others. So for example a Guar from Deshaan gave me more fun & was more challenging than most of DLC World Bosses...
    • Fennwitty
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      Ippokrates wrote: »
      Fennwitty wrote: »
      I'd be fine with a quick and dirty 'veteran mode' for delves and public dungeons.

      Multiply monster stats even by some number, don't bother with mechanics.

      I have recently been going through the Craglorn group delves with my tank. It had really been a long, long time since I was in any kind of danger solo. It's nice to actually have to put on 'real' gear and skills in order to survive against the bosses.

      (If I was using a DPS character it would be way less risky though.)

      I'll also say the Craglorn group delves are the only place I was actually glad to have a companion for some extra DPS (this is my tank still). I'm trying to max Mirri's level and get the collectible.

      That is the issues: multiplying statistics are poor solution and lead to total failures like max difficullty level in Baldur's Gate, when you had to spend 30 minutes and plenty of fireballs to kill a single rat xd

      IMHO mechanics are essencial to increasing difficullty in a positive way and to give players chance to learn something & share with others. So for example a Guar from Deshaan gave me more fun & was more challenging than most of DLC World Bosses...

      Sure but it would be a lot different of an effort from the developer standpoint.

      It would make the difficulty harder almost by definition, and require not really anything else.

      Wouldn't be perfect but it would be something.
      PC NA
    • Chaos2088
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      I love that craglorn has so many delves. Really wish all zones were like this.
      @Chaos2088 PC EU Server | AD-PvP
    • Dark_Lord_Kuro
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      We had veteran overland at launch
      It failed and was remouved with one tamriel
      Zone were devoid of player life
      Have you ever seen a capital city with no other player in it? I did ant it was sad to see

      They tried group overland with craglorn, it was a complete failure. They went so fare as to completely redo the zone and to cancel the next adventure zone

      Sure there is a vocal minority on this forum that claim that its what the game need but it clearly dont, judjing by their past try at hard overland

      Also another game that is easy in overland, ff14 they even balanced the overland content so its doable on healer or tank and keep it fun
      Edited by Dark_Lord_Kuro on July 21, 2021 12:38AM
    • Oznog666
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      A possible solution could be making all the public dungeons similar to Skyreach Catacombs (seperated instances per player) AND scale it to the level of the player AND scale it to the group if it's a group doing the dungeon.
      PC EU
      1 Healer, 1 Tank, 3 DD, 5 more Toons just for fun
    • SilverBride
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      Oznog666 wrote: »
      A possible solution could be making all the public dungeons similar to Skyreach Catacombs (seperated instances per player) AND scale it to the level of the player AND scale it to the group if it's a group doing the dungeon.

      If they did that it would no longer be a public dungeon.
      PCNA
    • Gaebriel0410
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      Overland combat on well equipped character is super easy, but I usually solve some of this myself, when leveling another character. I craft them a set of blue gear with the training trait at level 10 or so, and then level them to 50 that way.

      It works for me in several ways.
      1) I love my alts, and it saves me the hassle to switch back and forth all the time to craft them level appropriate gear, as nobody ain't got time for that xD.

      2) It makes it quite a bit more difficult once you get higher in level, at least difficult enough that I have to take care not to die when swarmed or at bosses. Also because I tend to not take the 'most efficient' skills, but skills that fit a thematic build or general feel of the character.

      3) When they do reach 50, it feels like an actual power increase, as that's when I'll give them purple level appropriate gear again, as well as their own thematic set combo.

      If the game doesn't add it (yet), just make it yourself! :D
    • JJOtterBear
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      I don't think people understand that as a game (especially an mmo) of this age gets older, its main goal is to draw in new players so that it doesn't shutdown. Making it harder at this point would drive away new players just jumping in who are already overwhelmed by just how much there is to do already.

      I understand this upsets older/veteran players but, that's kind of the cycle of these kinds of games. eventually new players are the priority. I think ESO is there. We can either continue to support the game knowing older players aren't the priority or we move on and eventually new players become the veterans and the cycle continues.
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