Craglorn did not go over well with most players, and that's why they changed it and scrapped adventure zones. Hardly anyone went through it.
I would absolutely like more zones like Craglorn, given the amount of delves and stuff in there but you also need to remember that Craglorn came in 2 parts; lower and upper Craglorn. They didn't release the whole zone at once. I am all for a shake-up of the chapter formula, a happy middle ground could be a zone like craglorn is now, with group content areas for 2 or more people.
I bought Blackwood two months ago and haven't even bothered with the area since it will provide no new challenges, tactics or enemy mechanics that I can't simply blow through with a skill or two.
New PVP zone, please. Last new one was 6 years ago...
New PVP zone, please. Last new one was 6 years ago...
Probably not a good idea. The PvP population is already spread thin. A new zone would spread the population even more.
PvE depends on new content and content being repeated.
PvP depends on changing player dynamics to stay fresh.
New PVP zone, please. Last new one was 6 years ago...
Probably not a good idea. The PvP population is already spread thin. A new zone would spread the population even more.
PvE depends on new content and content being repeated.
PvP depends on changing player dynamics to stay fresh.
SilverBride wrote: »I bought Blackwood two months ago and haven't even bothered with the area since it will provide no new challenges, tactics or enemy mechanics that I can't simply blow through with a skill or two.
It would be very frustrating to have to change out your skill bar and rotation, and possibly your gear every time you go to a different zone so you could deal with the enemy mechanics of that particular area.
SilverBride wrote: »I bought Blackwood two months ago and haven't even bothered with the area since it will provide no new challenges, tactics or enemy mechanics that I can't simply blow through with a skill or two.
It would be very frustrating to have to change out your skill bar and rotation, and possibly your gear every time you go to a different zone so you could deal with the enemy mechanics of that particular area.
I think having different tactics for different enemies is what makes combat in any game fun and engaging. I guess we'll just have to disagree on this one.
New PVP zone, please. Last new one was 6 years ago...
Probably not a good idea. The PvP population is already spread thin. A new zone would spread the population even more.
PvE depends on new content and content being repeated.
PvP depends on changing player dynamics to stay fresh.
Why not both in a zone?
Imagine you have a zone that looks like normal PvE zone but with PvP turned on:
- with 3 bases around the border for each alliance with safe wayshrines and roads
- with normal towns and forts in between that's up for capture by occupying the center
- with zone quests, wayshrines, markets and set crafting sites patrolled by immortal guards or boss monsters from the current controlling alliance
- anyone can freely enter or leave by wayshrine or border roads, or teleport back home
- but if they teleport to a wayshrine under enemy control they should expect to die very fast ofc
- light posts on major roads to expose invisible players
So basically it's PvE heavy and players from each alliance have some contents to do in their relatively safe area, and they can take risk to visit enemy towns or capture them with a group.
SilverBride wrote: »It would be very frustrating to have to change out your skill bar and rotation, and possibly your gear every time you go to a different zone so you could deal with the enemy mechanics of that particular area.
I think having different tactics for different enemies is what makes combat in any game fun and engaging. I guess we'll just have to disagree on this one.
New PVP zone, please. Last new one was 6 years ago...
Probably not a good idea. The PvP population is already spread thin. A new zone would spread the population even more.
PvE depends on new content and content being repeated.
PvP depends on changing player dynamics to stay fresh.
Why not both in a zone?
Imagine you have a zone that looks like normal PvE zone but with PvP turned on:
- with 3 bases around the border for each alliance with safe wayshrines and roads
- with normal towns and forts in between that's up for capture by occupying the center
- with zone quests, wayshrines, markets and set crafting sites patrolled by immortal guards or boss monsters from the current controlling alliance
- anyone can freely enter or leave by wayshrine or border roads, or teleport back home
- but if they teleport to a wayshrine under enemy control they should expect to die very fast ofc
- light posts on major roads to expose invisible players
So basically it's PvE heavy and players from each alliance have some contents to do in their relatively safe area, and they can take risk to visit enemy towns or capture them with a group.