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 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.
SilverBride 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.
hcbigdogdoghc wrote: »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 wrote: »hcbigdogdoghc wrote: »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
SilverBride 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.
zelaminator wrote: »A player can alter the difficulty of the game, any time they want to.. they just don't want to
hcbigdogdoghc wrote: »Think about this, ESO is literally the only game in existence to do things this way.
hcbigdogdoghc wrote: »Can't believe even asking for having only public dungeons to be half as hard as normal dungeons gets people angry.
SilverBride wrote: »hcbigdogdoghc 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.hcbigdogdoghc wrote: »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.
SilverBride wrote: »hcbigdogdoghc 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.hcbigdogdoghc wrote: »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.
SilverBride 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.
zelaminator 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.
ESO pretty much has a form of radiant leveling where everything is the same lev as you up to a point I believe.
StevieKingslayer wrote: »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.
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'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.
Ippokrates 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...
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.