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The current hard content just lacks initiative

Callosum
Callosum
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Almost every week we have thread discussing the games difficulty level of overland content and the player base seems to be divided especially when it comes the overland topic. I have always been in favor of an optional choice like HM mode on quest bosses, vet mode at delves and puplic dungeons etc. but not an overall increase in difficulty. The players who are against this often argue the game already got plenty of content for competent end game players and to be honest I agree. The problem is that a lot of this content really lacks initiative. Even though you love doing vet DLC dungeons, random vet dungeons, kill dragons or take trip to imperial city the rewards are just lacking compared to the easy and casual content. Writs are the best way to earn gold and normal random dungeons is the way to go considering transmute crystal. Even if you want the coolest gear items in the game you have to go scrying. This means that it is quite hard to group up with other players for the challenging content because the find themselves busy fake tanking and rushing normal random dungeons. I think this is a shame considering how much cool content this game has to offer.

I don't want these options to change, it's nice that it's available to all kind of players, but I would really like to see alternative ways to earn gold, transmutes and maybe even mythic items. I think this would mean that a lot of players would use their playing time doing content they find interesting and fun instead of hours doing writs and rushing normal random dungeons. For me this would compensate for the lack of hard overland content because my time farming valuable currencies would be spent doing interesting stuff and questing could be the chill activity.

I want to point out some to suggestions I have to implement this and I would like to hear your opinions and suggestions from you as well.

First of all a limit on how much gold and transmutes you could earn a day through dailies would probably have to implemented to avoid inflation but it should just be similar to what is the absolute max at the moment through writs and random normal dungeons on 18 characters and so on.

Suggestions

- Increase the amount of transmute crystals you earn from random veteran dungeons. This would mean that normal random would not always be the obvious choice when it comes the farming transmutes.

- Make the reward from pledges an option between keys, gold or transmutes and increase the reward from each and further for the veteran mode. An alternative route to earn gold. Remember that there should be a daily cap on gold so players now just have to choose how they want to earn their currencies. You can do writs and just chill or you can play some dungeons if you feel for it. You can do it on normal mode on two characters or veteran mode on one character.

- Let the first overland boss and zone event you do each day drop some transmutes and extra gold.

- Let the first dragon you kill each day drop transmutes and extra gold

- Make tel var stones a currency that can be converted to gold, transmutes or alliance points. Making imperial city more attractive for all kinds of players. I would even suggest that the stuff that costs tel var stones just cost alliance points. The value of tel var stones would thereby be it's convertibility (hope that's a word) and valuable for all players.

- Let the first group event in puplic dungoen you do each day drop a few transmutes.

- This is probably the most controversial so I put it in the end because a lot of players might disagree especially on this one.
Make a group veteran option for puplic dungoens where the bosses have a really small chance to drop mythic items from the zone they are placed in or connected to. Increase the chance with
the difficulty of the bosses and let the hardest be damn hard. Lead farming and scrying would still be the easiest route but would give players an alternative. And the dungeons are already there
so I just think it would be a cool option but of course feel free to disagree :)


I don't write in english often so hope most of it is understandable and otherwise please let me know i'm trying to improve :)







  • Naftal
    Naftal
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    None of these suggestions do anything for my need for a veteran overland mode.
  • Amottica
    Amottica
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    Callosum wrote: »
    - Increase the amount of transmute crystals you earn from random veteran dungeons. This would mean that normal random would not always be the obvious choice when it comes the farming transmutes.

    This could have the negative impact of driving more inexperienced players into the vet random GF.
  • Ippokrates
    Ippokrates
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    Vet content is usually done for monter heads, achievements & keys. Also, when doing pledge you can get additional 3 or 5 TC. Here is your motivation.

    Therefore adding an extra TC to base reward for random is not only pointless but bad idea.

    IF YOU GOING FOR VET, TAKE PLEDGE AND PREPARE YOURSELF FOR THIS DUNG.

    Because we surely do not need a ton of pugs randomly throwed into Stone Garden, Castle Thorn, Lair of Marsy, etc. Time waste on queue, waste on attempts, waste on toxic talks & searching for another pug.

    Also, you can already turn Tel Var into gold at a really good rate. They call it Hakeijo and it is available at your local guild store ^^
    Edited by Ippokrates on October 4, 2021 12:33PM
  • Parasaurolophus
    Parasaurolophus
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    Ippokrates wrote: »
    Vet content is usually done for monter heads, achievements & keys. Also, when doing pledge you can get additional 3 or 5 TC. Here is your motivation.

    Therefore adding an extra TC to base reward for random is not only pointless but bad idea.

    IF YOU GOING FOR VET, TAKE PLEDGE AND PREPARE YOURSELF FOR THIS DUNG.

    Because we surely do not need a ton of pugs randomly throwed into Stone Garden, Castle Thorn, Lair of Marsy, etc. Time waste on queue, waste on attempts, waste on toxic talks & searching for another pug.

    Also, you can already turn Tel Var into gold at a really good rate. They call it Hakeijo and it is available at your local guild store ^^

    My friends and I have a large number of keys and geodes. Sometimes I finish the pledges just like that. And many players do the same. There is no motivation to go through the dungeon. I think it's time to introduce some new key rewards.
    PC/EU
  • Callosum
    Callosum
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    Amottica wrote: »
    Callosum wrote: »
    - Increase the amount of transmute crystals you earn from random veteran dungeons. This would mean that normal random would not always be the obvious choice when it comes the farming transmutes.

    This could have the negative impact of driving more inexperienced players into the vet random GF.

    Totally agree but I think this could be fixed quite easily.
    Make a que for veteran basegame dungeons with 15-20 crystals as a reward and another que for veteran DLC dungeons with 20-25 crystals a a reward. The DLC veteran random que should have a quite high CP cap. This has always been a no brainer.

    Ippokrates wrote: »
    Vet content is usually done for monter heads, achievements & keys. Also, when doing pledge you can get additional 3 or 5 TC. Here is your motivation.

    Therefore adding an extra TC to base reward for random is not only pointless but bad idea.

    IF YOU GOING FOR VET, TAKE PLEDGE AND PREPARE YOURSELF FOR THIS DUNG.

    Because we surely do not need a ton of pugs randomly throwed into Stone Garden, Castle Thorn, Lair of Marsy, etc. Time waste on queue, waste on attempts, waste on toxic talks & searching for another pug.

    Also, you can already turn Tel Var into gold at a really good rate. They call it Hakeijo and it is available at your local guild store ^^

    Why is more transmutes pointless? With the new update the need for crystals will increase a lot and a bit more crystals will facilitate theory crafting and make sure you don't always have to save the crystals for the BIS gear. Furthermore, keys aint motivational for a lot of players who don't need them. This suggestion is meant to get players with different needs together giving them a reason the play the content and an alternative option for writs or normal rnd dungoens.

    obviously you are against this because you a afraid more less experienced players will que for hard dlc dungoens. I dont think the amount of players doing this will change compared with the current state. The less experienced players who are queuing for this do it because of the keys and the monster helmet. The players who starts queuing with my suggestions would problably be the more experienced players who needs gold or transmutes.

    Considering the tel var stones i would say that the current state of imperial city shows that tel var stones aint creating the incentive it should.


    As final note i would like to say thank you for your responses and point out that my suggestions is just suggestions. What i hope these changes would result in is that players could farm together and use the current zone content that is already here.
    Instead during 5 rnd dungeons on different chars with random players followed by writs you could rather do one rnd dungeon with followed by a zone boss and event and finally go for a dragon hunt etc. I think this will create a better social environment and let people use the hard content which is already in the game.


  • Amottica
    Amottica
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    Callosum wrote: »
    Amottica wrote: »
    Callosum wrote: »
    - Increase the amount of transmute crystals you earn from random veteran dungeons. This would mean that normal random would not always be the obvious choice when it comes the farming transmutes.

    This could have the negative impact of driving more inexperienced players into the vet random GF.

    Totally agree but I think this could be fixed quite easily.
    Make a que for veteran basegame dungeons with 15-20 crystals as a reward and another que for veteran DLC dungeons with 20-25 crystals a a reward. The DLC veteran random que should have a quite high CP cap. This has always been a no brainer.

    I fail to see how this fixes what I suggested the issue would be. It has been shown that CP is not an indicator of a player's skill, experience with challenging mechanics, or ability to deal decent damage.

    I saw this first hand a few months after I started playing ESO this year when I was queued as a healer and while healing and tossing orbs I was doing more damage than the DDs based on combat metrics. I saw this on both normal and vet difficulty. It is sad when someone barely above CP 160 is carrying a group of CP 1k+ players.

    Guild tanks I run with say they only queue with guild members after dealing with poor DPS the GF would put them with. I expect this is a reason Zenimax keeps the rewards the same for both difficulty levels.
  • [Deleted User]
    [Deleted User]
    Soul Shriven
    Hello everyone,

    With there already being a thread on this subject, we're going to go ahead and close this one down and ask that you continue the discussion here.

    Thank you for your understanding!
    Staff Post
This discussion has been closed.