There is a REASON why ZOS has said they will not make any more 'group zone' content outside of dungeons... because Craglorn was an utter failure for the majority of players. Sure 'a lot' of players want more difficulty at least according to the vocal minority on the forums, but the majority apparently do not. Craglorn was a DEAD zone before they completely revamped it to make it solo friendly... and I believe they also tamped down the difficulty of "+delves" as well to make it more solo-friendly.
It costs $$ and resources to make zones and content, content that only a minority of players will play ONCE and then probably never again. That's how Craglorn became a ghost zone, and it wasn't until the revamp that players started going there again with all their alts... because they could finally do it solo.
There is a REASON why ZOS has said they will not make any more 'group zone' content outside of dungeons... because Craglorn was an utter failure for the majority of players. Sure 'a lot' of players want more difficulty at least according to the vocal minority on the forums, but the majority apparently do not. Craglorn was a DEAD zone before they completely revamped it to make it solo friendly... and I believe they also tamped down the difficulty of "+delves" as well to make it more solo-friendly.
It costs $$ and resources to make zones and content, content that only a minority of players will play ONCE and then probably never again. That's how Craglorn became a ghost zone, and it wasn't until the revamp that players started going there again with all their alts... because they could finally do it solo.
When Craglorn was first released Shada's tear was the equivalent of a 3 part vet dungeon, it is a walk in the park now.
The biggest problem with Craglorn is they never got the rewards right. Nerfs to XP gain, lackluster armor sets, and in general nothing worth farming is what killed Craglorn overland.
There is a REASON why ZOS has said they will not make any more 'group zone' content outside of dungeons... because Craglorn was an utter failure for the majority of players. Sure 'a lot' of players want more difficulty at least according to the vocal minority on the forums, but the majority apparently do not. Craglorn was a DEAD zone before they completely revamped it to make it solo friendly... and I believe they also tamped down the difficulty of "+delves" as well to make it more solo-friendly.
It costs $$ and resources to make zones and content, content that only a minority of players will play ONCE and then probably never again. That's how Craglorn became a ghost zone, and it wasn't until the revamp that players started going there again with all their alts... because they could finally do it solo.
There is a REASON why ZOS has said they will not make any more 'group zone' content outside of dungeons... because Craglorn was an utter failure for the majority of players. Sure 'a lot' of players want more difficulty at least according to the vocal minority on the forums, but the majority apparently do not. Craglorn was a DEAD zone before they completely revamped it to make it solo friendly... and I believe they also tamped down the difficulty of "+delves" as well to make it more solo-friendly.
It costs $$ and resources to make zones and content, content that only a minority of players will play ONCE and then probably never again. That's how Craglorn became a ghost zone, and it wasn't until the revamp that players started going there again with all their alts... because they could finally do it solo.
Same could be said about Blackwood. Zone is deserted and I barely see players doing overland quests. And that’s 2 months after release. Western skyrim at launch get mixed feedback as well and now a ghost town. Old craglorn failed for many different reasons not related to its difficulty but recent chapters in particular failed for boring gameplay features, lack of innovation and repetitive quests formula.
There is a REASON why ZOS has said they will not make any more 'group zone' content outside of dungeons... because Craglorn was an utter failure for the majority of players. Sure 'a lot' of players want more difficulty at least according to the vocal minority on the forums, but the majority apparently do not. Craglorn was a DEAD zone before they completely revamped it to make it solo friendly... and I believe they also tamped down the difficulty of "+delves" as well to make it more solo-friendly.
It costs $$ and resources to make zones and content, content that only a minority of players will play ONCE and then probably never again. That's how Craglorn became a ghost zone, and it wasn't until the revamp that players started going there again with all their alts... because they could finally do it solo.
Same could be said about Blackwood. Zone is deserted and I barely see players doing overland quests. And that’s 2 months after release. Western skyrim at launch get mixed feedback as well and now a ghost town. Old craglorn failed for many different reasons not related to its difficulty but recent chapters in particular failed for boring gameplay features, lack of innovation and repetitive quests formula.
There was a lot of "power creep" since that decision and ZOS additionally really did a lot to "level the field" or "raise the floor", for example with some very helpful mythic items, companions, etc. This old argument "Craglorn didn't work ages ago, so it won't work now" is not valid. Times change, circumstances change.There is a REASON why ZOS has said they will not make any more 'group zone' content outside of dungeons... because Craglorn was an utter failure for the majority of players.
There is a REASON why ZOS has said they will not make any more 'group zone' content outside of dungeons... because Craglorn was an utter failure for the majority of players. Sure 'a lot' of players want more difficulty at least according to the vocal minority on the forums, but the majority apparently do not. Craglorn was a DEAD zone before they completely revamped it to make it solo friendly... and I believe they also tamped down the difficulty of "+delves" as well to make it more solo-friendly.
It costs $$ and resources to make zones and content, content that only a minority of players will play ONCE and then probably never again. That's how Craglorn became a ghost zone, and it wasn't until the revamp that players started going there again with all their alts... because they could finally do it solo.
Yes, Craglorn WAS a dead zone. But ZoS managed to change this, and made a batter version of this zone. Sure, it cost $$$ to make these sorts of area, but I'm sure that if some area like this came out in various region, dlc or not, it'll make some interest toward these regions (Like the antiquities system, something that both casual and veteran can enjoy). Overland is meant to be solo, and I think a lot of players actually want some challenge outside of arena (other than MA and VH), trials and dungeon . Not only on the forums, but in Reddit too. I even asked both in Discord AND IRl friend and most of the time they told me that eso overland was too easy and borderline boring.
When Vateshran was first announced, everyone was hyped and eventually almost everyone loved it. Since these areas are "Arena-like" in a smaller scale, I doubt that no one will be interested. I understand your point tho, you aren't entirely wrong ^^
The game had a couple thousand players at launch and they based their decisions for One Tamriel around those few people. The game then gained a ton more players after relaunching.
SilverBride wrote: »The game had a couple thousand players at launch and they based their decisions for One Tamriel around those few people. The game then gained a ton more players after relaunching.
That speaks volumes. (And there were way more than a couple thousand players at launch.)
Players didn't like veteran overland, and liked Craglorn even less. It's no different today.
I think each zone (or at least some zone) should at least have one of these "group" area or something similar for solo player who want some challenge ! It should be great for both casual and veteran - Casual can still do this area in a group, or even in solo since they aren't that hard and veteran can find some challenges other than arenas to do in solo !
There is a REASON why ZOS has said they will not make any more 'group zone' content outside of dungeons... because Craglorn was an utter failure for the majority of players. Sure 'a lot' of players want more difficulty at least according to the vocal minority on the forums, but the majority apparently do not. Craglorn was a DEAD zone before they completely revamped it to make it solo friendly... and I believe they also tamped down the difficulty of "+delves" as well to make it more solo-friendly.
It costs $$ and resources to make zones and content, content that only a minority of players will play ONCE and then probably never again. That's how Craglorn became a ghost zone, and it wasn't until the revamp that players started going there again with all their alts... because they could finally do it solo.
Same could be said about Blackwood. Zone is deserted and I barely see players doing overland quests. And that’s 2 months after release. Western skyrim at launch get mixed feedback as well and now a ghost town. Old craglorn failed for many different reasons not related to its difficulty but recent chapters in particular failed for boring gameplay features, lack of innovation and repetitive quests formula.
Normally I see quite a few people doing the newer content still, like Greymoor and Blackwood. However, there's currently an event within Wrothgar, Craglorn, and Imperial City - so it's not surprising that the newer zones are less busy (although I'm currently seeing some players in Blackwood).
There is a REASON why ZOS has said they will not make any more 'group zone' content outside of dungeons... because Craglorn was an utter failure for the majority of players. Sure 'a lot' of players want more difficulty at least according to the vocal minority on the forums, but the majority apparently do not. Craglorn was a DEAD zone before they completely revamped it to make it solo friendly... and I believe they also tamped down the difficulty of "+delves" as well to make it more solo-friendly.
It costs $$ and resources to make zones and content, content that only a minority of players will play ONCE and then probably never again. That's how Craglorn became a ghost zone, and it wasn't until the revamp that players started going there again with all their alts... because they could finally do it solo.
Same could be said about Blackwood. Zone is deserted and I barely see players doing overland quests. And that’s 2 months after release. Western skyrim at launch get mixed feedback as well and now a ghost town. Old craglorn failed for many different reasons not related to its difficulty but recent chapters in particular failed for boring gameplay features, lack of innovation and repetitive quests formula.
Normally I see quite a few people doing the newer content still, like Greymoor and Blackwood. However, there's currently an event within Wrothgar, Craglorn, and Imperial City - so it's not surprising that the newer zones are less busy (although I'm currently seeing some players in Blackwood).
It doesn’t really matter event or not, most chapter dlcs tend to be deserted 2-3 months after launch because they offer little replayability beside dailies. But recent dlcs failed much harder in that department for reasons I mentioned.
katanagirl1 wrote: »Shada’s Tear - took me YEARS to get a group to run this with me just to get the achievement on my main.
katanagirl1 wrote: »Craglorn is one of my favorite zones in the area but the rewards are pathetic. No wonder no one does them.